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“When you educate one person you can change a life,

when you educate many you can change the world.”


CREDITS Contents
Doomed Forgotten Realms
Lead
Project Manager
Scott McClintock
Beta Readers
Adam Dahlheim
Interior Artwork
Dean Spencer
Foreword 4 Appendix A
Scott McClintock Endhy Pino Drow Student Body Descriptions 38
Lead Developer
Layout, Graphic Design, and
Product Engineering Marius Brunner Gary Dupuis Introduction 6 Demodragons����������������������������������������������������������������������� 38
Flumph
Scott McClintock Marc Altfuldisch Martin van Rossum Doomed Forgotten Realms�������������������������������������������������6 Meepo's Minions������������������������������������������������������������������ 38
Purple Bog Press (purplebog.com) Harley Dela Cruz Shadowslayers��������������������������������������������������������������������� 38
Heroes’ Silhouettes Adventure Summary��������������������������������������������������������������6
Concept Art Direction Spencer Hibnickt Shadow Adventure Flowchart�����������������������������������������������������������6 Iconics����������������������������������������������������������������������������������� 39
Scott McClintock Marc Altfuldisch Jimmy Nijs Marauders����������������������������������������������������������������������������� 40
Cartography Balto
Dramatis Personae���������������������������������������������������������������� 7
Writing Cover Illustrator Buck Wev The Academy����������������������������������������������������������������������������8
Scott McClintock Harley Dela Cruz (silhouettes) Academy
Barjin
Blastum Academy Layout����������������������������������������������������������������������8 Appendix B
Marc Altfuldisch Marc Altfuldisch (backdrop) Caves of Shadow
Killer Frog Cavern
Gutboy Barrelhouse
Jozan Student Body�������������������������������������������������������������������������11 Monsters and NPCs 41
James Wright Kalarel and cultists
Editing Creative Consultants Lidda Curricular Inspiration������������������������������������������������������� 12 Cultist of Orcus���������������������������������������������������������������������������������� 41
Kathleen Harrington Drow Compound
Eric Tkachuk Chamber of the Shadow Rift Mialee Extracurricular Encounters�������������������������������������������� 12 Gribbit the Daggertongue������������������������������������������������������������������ 41
James Wright Skeletal Mage
Developer Iconics�������������������������������������������������������������������������������������������������42
Marc Altfuldisch Playtesters
Tordek
Chapter 1 Kalarel�������������������������������������������������������������������������������������������������46
Balkohm Caebrek Swords and Sorcery 13 Killer Frog��������������������������������������������������������������������������������������������46
Producer
Scott McClintock Damarius Sunstalker Classes Begin�������������������������������������������������������������������������14 Kobold Dragonshield�������������������������������������������������������������������������47
Marc Altfuldisch Drizlav Encounter: Clash of the Killer Frogs���������������������������� 15 Kobold Scale Sorcerer������������������������������������������������������������������������47
Fakalyn Sylvaranth First Semester Final Exam�������������������������������������������������� 18 Kobold Inventor����������������������������������������������������������������������������������48
Shadow Bat�����������������������������������������������������������������������������������������49
Chapter 2 Ogre Skeleton�������������������������������������������������������������������������������������49

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”

There is much to be learned at the Academy of Ad- Other


venture, both in and out of the classroom. The cur- There is more content in this adventure than is Major NPC Description Main Description
riculum includes two semesters of instruction. The strictly required for the academy experience; this is Jezer the Ogre Dead ogre, formally chieftain of an orc tribe Chapter 2, Encounter: Caves of Shadow
first semester is focused on combat and the martial to give ample options for any DMs who may wish to
Kalarel High priest of Orcus Chapter 3, Chamber of the Shadow Rift
arts. The second semester is focused on honing the personalize their curricula. Any of the above com-
abilities most useful to an adventurer. Each semester ponents can be removed without compromising the Lathander God of the spring, birth, and renewal -
is followed by an exam. In addition to these exams, overall scenario. A basic streamlined storyline could Orcus Demon Lord of Undeath -
there are ample extracurricular opportunities. The consist of the instructional material supplemented by Valexa Enslaved lamia Chapter 2, Encounter: Terrible Trouble at
school year concludes with a comprehensive final the killer frogs encounter, the first semester final, the Triboar, “Lamia’s Pond”
exam and graduation. Caves of Shadow, and graduation.
6 Introduction Introduction 7
The Academy flying buttresses, and ornate tracery. The first build-
artwork contained within the Treasure chapter of
the Dungeon Master’s Guide. Although each replica
A5. Zoo
The zoo takes up fully a quarter of the academy’s
ing serves as a barracks for the campus military.
is nonmagical, they have been enchanted by a per-
No finer training can be found, either up or down The second building is a dormitory for students and outdoor space. The animals that live there are given
manent Nystul’s magic aura spell to radiate magic
the Sword Coast, than that of Headmaster Vance’s faculty. The third building, located near the center of ample territory to range and are caged only when
exactly as the actual item would.
Academy Of Adventure. The academy is located near campus, houses classrooms as well as a library and necessary. Krago of the Mountains (N male dwarf
the northwestern edge of Lurkwood and falls under an alchemy lab. The green space consists of spacious A3b. Library ranger) is the zoo’s warden. Krago gets lonely spend-
the protective shield of nearby Mirabar. Despite its training grounds, a small zoo, an arboretum, and a The library is a sprawling labyrinth of book-filled ing the majority of his time with his animals and, as
remote location, it is well known throughout the university commons. shelves that rivals that in any major metropolis. It is such, is excessively chatty whenever students visit.
Realms for its quality instruction. As such, it serves Further details of pertinent areas are provided be- overseen by Brother Yor (LN male human monk), a During such chats, he likes to claim to have suc-
as a coveted recruitment pool for many factions such low. scholarly monk from distant Candlekeep. Yor takes cessfully hunted down every animal in the zoo and
as the Emerald Conclave and Zhentarim. his charge seriously and guards his books like a drag- is particularly proud of the zoo’s collection of bears.
The school is primarily attended by young adults,
A1. Barracks on guards its gold, organizing them chaotically to de- He also enjoys joking with students that he success-
The barracks are staffed by thirty guards and three ter students from perusing on their own. He keeps a fully breeds owlbears by physically mating owls and
although there are also older students as well as
veterans. They are supervised by the captain of the tally of each borrowed book in his dusty ledger which bears, before then asking them what new creature he
the occasional child prodigy. Tuition is expensive,
guard, Balek (LN male human gladiator). The garri- is said to contain the literary history of every student should breed next. The animals living within the zoo
although it is often reduced or waived for promising
son has strict orders not to interact with the students who has ever walked the halls of the academy. include the following (sorted by CR):
students. There are a number of ways the characters
might have been admitted to the academy. These and primarily exists to deter any Uthgardt incursions. Creatures CR
The library contains a small scriptorium where wiz-
include: A2. Dormitory ards can practice their scroll making. It also contains 24 badgers 0
J The characters might have paid their tuition in Each adventuring group has their own sleeping study cubicles, some of which are enchanted with a 7 deer 0
full, particularly if they come from a wealthy quarters. The quarters consist of two sets of bunk permanent spell of silence. One of these study cubi- 1 giant fire beetle 0
family. beds, four trunks, two tables, and four chairs. Most cles, intended for translations, holds a well-organized 5 owls 0
students use their rooms for sleeping and little else. collection of dictionaries and cyphers.
J The characters might be there because someone 1 giant crab 1/8
from their family is a famous academy alumnus. The dorms have a refectory where students are A3c. Alchemy Lab 21 flying snakes 1/8
served meals. The faculty are also quartered within
J The characters might be there under the sponsor- This lab is located in the corner of the classroom 1 giant weasel 1/8
this building, although they have separate outside en-
ship of a specific faction or mysterious benefactor. building and has dozens of large windows that are 1 axe beak 1/4
trances into their living spaces. Rogahn and Zelligar
opened whenever new students are working in the
J The characters might have stolen or forged an share a room, whereas Lareth has a room to himself. 1 giant constrictor snake 1/4
lab. The lab itself is filled with the alchemical equip-
invitation. A3a. Classrooms ment and supplies necessary to brew any common 1 swarm of ravens 1/4
potion. The lab is supervised by gnome triplets who 1 black bear 1/2
Academy Layout
There is one large classroom that is primarily used
for instruction and five smaller classrooms that are refer to themselves as Professors Gnice, Gnelda, and 2 cockatrices (mated pair) 1/2
typically used for breakout groups and study ses- Gnariel (LN female gnome wizards). All three are ac- 6 worgs 1/2
The academy is surrounded by 15-foot-tall stone sions. The back half of each classroom is taken up complished alchemists, but poor instructors, as they 2 zorbos (see appendix B) from Chult 1/2
walls, intended as much to keep out roving bands of by large work tables that can seat up to five students. are prone to teaching to their own level.
1 brown bear 1
Uthgardt barbarians as they are to keep foolhardy Other than a movable lectern, the front half of each A4. Academy Commons 2 adult lions with a cub 1
students in. These walls are routinely patrolled at all class is kept clear for applied demonstrations.
Centrally located, the academy commons is a pic- 1 swarm of quippers 1
times by campus military. Along the walls of the larger classroom are display turesque green space. There are many benches 1 polar bear 2
The interior grounds contain three buildings as cases filled with replicas of wondrous items as well scattered about, each of which is perfectly shaded 1 rhinoceros 2
well as ample green space. All three of the buildings as magic weapons and armor. This collection is too by well-manicured trees. The smell of ever-blooming
are made from serpentine marble and are impressive extensive to specifically enumerate but makes for a A family of 10 boars 1/4
flowers and a steady flow of water from a large mar- led by 1 giant boar 2
architectural feats, complete with vaulted arches, great opportunity to showcase some of the incredible ble fountain helps create a restful ambience. Expertly 1 owlbear named Beatrice 3
sculpted statues of Deneir, Milil, and Oghma stand as
1 winter wolf 3
decorative centerpieces within the fountain. A charac-
ter making a successful DC 10 Wisdom (Perception) 1 elephant 4
check will notice that Oghma’s left hand has broken
off; a successful DC 15 Wisdom (Perception) check A6. Arboretum
reveals that someone has chiseled away Oghma’s left The arboretum is a verdant tangle of foliage broken
eye. by twisting footpaths that rearrange themselves every
night. Herbs, plants, and fungi (including shriekers)
The fountain feeds a small creek that winds
of all types can be found here. There is also a copse
through the commons before draining into an ornate
of awakened trees and awakened shrubs that is a
grate. For more details on where this grate leads see
popular study location for fledgling druids and rang-
the Caverns of the Killer Frogs encounter.
Not all students take ers.
their education seriously

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

Curricular Inspiration character interactions begin to diminish the Head-


master will loudly interrupt them, indicating that
“play time” is over. He then asks the characters to
There are many fantastic resources for players and
egin the adventure with a strong introduce themselves to the class. Afterwards, have
DMs who would like a greater level of curricular
start by reading or paraphrasing the as many other NPC adventuring groups introduce
inspiration. One such resource is Bigby’s Handbook
following: themselves, as you feel appropriate, before ending
of Creative Spell Use by Justyn Johnston, which is
introductions with the following scene:
advertised as, “50 creative techniques for spell uses
and caster team-ups.” One such technique is called A Flumph summoned to Nothing gets the butterflies churning quite like the
the Flying Gnome, and involves using enlarge/reduce the academy by Abra A pot-bellied dwarf who looks a bit too old to be in this
first day of class. Headmaster Vance is currently giving classroom jumps atop a table to shout out his intro-
to shrink a gnome and then mage hand to “fly” them. his welcoming remarks to you and the hundred or ductions. By the slurring of his words he sounds to be
Other great inspirational resources include Live so other assembled students. He is an older man somewhere between tipsy and drunk. “Fellow stu-
who, despite his gaunt features, still exudes an aura
to Tell the Tale: Combat Tactics for PCs by Keith J During a study session, Abra accidentally sum- of strength and authority. His face is wizened, with
dents! I am Gutboy Barrelhouse, famed leader of the
Ammann and The Art of War for D&D Players by Marauders—the group that puts the word ‘party’ into
mons six flumphs. Four surprised and overzeal- the look of one who has spent a long life seeking and ‘adventuring party.’ And I want you all to know that you
M.T. Black. ous students begin to attack the flumphs as the studying the secrets of the world. Despite missing an are invited to the mixer in our dormitory tonight at...”
eye, he still has the air of one who sees everything. You
Extracurricular Encounters
flumphs telepathically call out to the characters can tell that he is similarly missing his left hand as he
for help. Alternatively, Abra summons a trio of “ENOUGH!” The Headmaster scowls angrily at the
uses its stump to emphatically pound on the podium now-terrified dwarf. “This is over. Consume your meals
mud mephits. The characters must help kill the while talking. and then go to your rooms. You will meet your instruc-
The “core content” of this adventure should supply mephits and then clean up the resultant mess. tors tomorrow.” The Headmaster, still glaring at the
more than enough material to span multiple sessions. “Welcome to the new school year at the Academy of dwarf’s cowering adventuring group, stomps out of
J Take an encounter or scenario from a favorite ad- Adventure. We shall begin the semester by joining with
However, for those DMs who desire extracurricular venture and have a professor propose it in class the room.
those seated closest to you to form an adventuring
encounters, we include the following suggestions: as a hypothetical, asking the characters what they group. For the next four months these brothers and
J While the zoo’s warden, Krago, is away on a would do in such a situation. Depending on their sisters will be your sword and shield, the only thing Allow the characters time to roleplay, as appropri-
hunting expedition, a group of freshman druids answers, the characters might be upstaged by the standing between you and death. Err...ahem...well, at ate. When they awaken the next day, classes begin in
least, academic death. Take care of them and they will full.
release the zoo animals from their “inhumane” Shadowslayers or ridiculed by the Demodragons. take care of you. We will begin by having you introduce
prisons. The characters must help return the J Rumors spread throughout the academy that last yourselves to one another. Then you will come up with
animals safely to their cages before the faculty a bold, exciting name for your adventuring group. Bo-
Headmaster Vance’s Traits
semester a group of mimics escaped from the Ideal. “Everyone has a secret. Through that secret
find out. zoo and have yet to be found. The truth of such
nus points will be awarded for a group emblem. Now
get to work!” lies their defeat.”
J At night, Gutboy hosts a secret fight club within rumors is left to the DM’s discretion.
Bond. “Knowledge is power.”
the zoo, where students can either fight against J Meepo’s Minions are repeatedly bullied by the
the animals or place wagers on these fights. The Flaw. “I am destined to be betrayed by any in whom I
Demodragons. If the characters do not intervene, place trust.”
characters can either participate or alert the then the bullying escalates until the Minions stop
faculty. coming to class. Eventually, they can no longer be
J Blastum steals a replica deck of many things found. It is unclear if they simply returned to their
from the classroom and uses it for a game of homeland or, instead, the Demodragons followed
three-dragon ante during one of his late-night through on some of their murderous threats.
parties. Surprisingly, the deck turns out to be J This last event should only take place sometime
magical, albeit with diminished results relative to after the Clash of the Killer Frogs encounter. The
a true deck of many things. killer frog matriarch, Gribbit the Daggertongue
J While drunk, Blastum steals a replica carpet of (see appendix B), emerges from the caverns with
Headmaster Vance is a
flying that turns out to be real. He drunkenly flies a contingent of twenty killer frogs (see appendix powerful and renowned wizard
it around the academy before falling off, stranding B). They terrorize the campus until stopped by
himself atop the dormitory building. the characters.

12 Introduction Chapter 1 Swords and Sorcery 13


Classes Begin Strategy Encounter: Clash of the
Killer Frogs
The second tenday’s lessons focus on the finer points
The first semester of school lasts for a total of four of strategic movement. Topics include how to best
tendays. It is team-taught by Rogahn the Fearless, a Rules Tips use the Dash action to catch a fleeing barbarian as
fighter of renown, and Zelligar the Unknown, a mag- Below you’ll find some of the rules referenced in this chap- well as the Disengage action to avoid attacks of op- This encounter can take place at any point during
ic-user of mystery and power. ter. portunity. The instructors supervise drills designed to the first semester of instruction. It should occur as
Concentration show characters that they have the versatility of mak- the consequence of a conflict between the characters
Instructors Some spells require you to maintain concentration in order ing an attack action before their movement action, a and another group of students. This conflict might be
Both instructors share an intense hatred for barbar- to keep their magic alive. Normal activity, such as moving movement action before their action, and even doing a good-natured bragging contest between the char-
ians and any time that a hypothetical situation re- and attacking, doesn’t interfere with concentration. The an attack action in the middle of a movement action. acters and the Iconics or a tense, adversarial show-
quires an opponent it is almost always a barbarian. following factors can break concentration: down between them and the Demodragons.
It is obvious that the instructors are much less pas-
Rogahn the Fearless’ Traits ›You
lose concentration if you cast another spell that sionate about these topics and, whenever possible, Gutboy Barrelhouse interrupts this conflict. He indi-
requires concentration.
Ideal. “We live on by passing our knowledge to oth- lessons revert back to earlier ones on offense, such cates that he knows of a way to resolve things “once
ers.” ›Whenever
you take damage while you are concentrating as the importance of slitting a barbarian’s throat after and for all.” Later, in private, Gutboy informs the
on a spell, you must make a Constitution saving throw to felling her, just in case she is playing possum.
Bond. “I would lay down my life for my students.” maintain your concentration. The DC equals 10 or half the involved parties about a long-standing, competitive
damage you take, whichever number is higher. Defense student tradition referred to as the Clash of the Killer
Flaw. “I always expect perfection from myself and my
Frogs. While doing so, he delivers the information
students.” ›You
lose concentration on a spell if you are incapacitated The third tenday focuses, rather half-heartedly, on de-
or if you die. below.
Zelligar the Unknown’s Traits fense. Topics include the advantages of going prone,
Ideal. “The secrets of the universe can be obtained Dash Action the Dodge action, and the importance of cover while
When you take the Dash action, you gain extra movement “Centuries ago, in a distant primeval swamp, there
with sufficient study.” under fire from cowardly Uthgardt archers. Most of was a monastery dedicated to the idea that mankind
for the current turn. The increase equals your speed, after these defensive scenarios are described as inevitable
Bond. “I would follow Rogahn anywhere.” applying any modifiers. With a speed of 30 feet, for exam- was a biological abomination and that animals should
ple, you can move up to 60 feet on your turn if you dash. consequences of poorly executed offense. At some be the true owners of the world. The monks from this
Flaw. “Everyone is out to cheat me, particularly my
point during the third tenday, consider running the monastery distilled the feral essence of a dozen differ-
students.” Disengage Action ent apex predators and gave it amphibious form. They
Clash of the Killer Frogs encounter as described
If you take the Disengage action, your movement doesn’t created the world’s first killer frog. This Brotherhood
Running the Semester provoke opportunity attacks for the rest of your turn. below. of the Frog raided nearby lands for many years before
The instructors typically begin each tenday’s lecture Dodge Action Final Training disappearing as suddenly and mysteriously as they had
in the large classroom. They then finish the tenday When you take the Dodge action, you focus entirely on arisen. The killer frogs, their final legacy, have since mi-
The final tenday of the semester is devoted to group grated across the Realms, establishing dozens of frog
within the smaller classrooms, where students are avoiding attacks. Until the start of your next turn, any attack
roll made against you has disadvantage if you can see the practice and remedial training. Such work is largely colonies that are commonly referred to as plagues.”
separated into casters and non-casters for more spe-
attacker, and you make Dexterity saving throws with advan- self-directed. At this point, students are informed of
cialized instruction.
tage. the details of their final exam (see below). One such plague lies beneath the Academy.
Running each tenday can be a challenge but need
Being Prone Gutboy waits until the dead of night to show the
not be. For each tenday,summarize the curriculum. If You can drop prone without using any of your speed. Rules Tip: Cover
you are playing with beginning players, then use this characters the location of this plague. He sends
Standing up costs an amount of movement equal to half Walls, trees, creatures, and other obstacles can provide
as an opportunity to explain the relevant material. your speed. You can’t stand up if you don’t have enough cover during combat, making a target more difficult to Barjin on an errand before leading the characters
Ask the players how their characters would approach movement left or if your speed is 0. harm. A target can benefit from cover only when an attack and their rivals, along with a trail of other excited
the academy? Are they shy but attentive, engaged and Every foot of movement while prone costs 1 extra foot. or other effect originates on the opposite side of the cover. students, to the school’s fountain. Gutboy searches
inquisitive, or bored and disruptive? Ask them how
A prone creature has disadvantage on attack rolls, and an There are three degrees of cover. If a target is behind through a pile of stones before procuring an ancient
attack roll against a prone creature has advantage if the at- multiple sources of cover, only the most protective degree key that he uses to unlock the grate of the fountain.
they spend their time out of the classroom. Do they tacker is within 5 feet of the creature. Otherwise, the attack of cover applies; the degrees aren’t added together. For ex-
socialize with the other adventuring groups? Do they At this point, Barjin returns dragging a large pile of
roll has disadvantage. ample, if a target is behind a creature that gives half cover
stay up late each night studying? Or do they explore and a tree trunk that gives three-quarters cover, the target rope that is then tied to the trunk of a nearby tree.
Ready Action
the academy grounds? Repeat this for each tenday Taking the Ready action on your turn lets you act using your
has three-quarters cover. Gutboy solemnly proclaims to the assembled stu-
Half Cover. A target with half cover has a +2 bonus to AC dents:
and adjudicate accordingly. Above all, have fun! reaction before the start of your next turn. First, you decide and Dexterity saving throws. A target has half cover if an
what perceivable circumstance will trigger your reaction.
Offense Then, you choose the action you will take in response to
obstacle blocks at least half of its body. The obstacle might
“In the darkness below awaits the direct descendants
be a low wall, a large piece of furniture, a narrow tree trunk,
The first tenday’s lessons focus on the importance of that trigger, or you choose to move up to your speed in or a creature, whether that creature is an enemy or a friend. of the original killer frogs. They are as numberless as
offense. Rogahn and Zelligar take every opportunity response to it. Three-Quarters Cover. A target with three-quarters cover they are hungry. Each team will descend and kill as
When the trigger occurs, you can either take your reaction many frogs as they can. Make no mistake—each team
to drill into their students mottos such as “action right after the trigger finishes or ignore the trigger. Remem-
has a +5 bonus to AC and Dexterity saving throws. A target
beats reaction” and “the best defense is an even bet- has three-quarters cover if about three-quarters of it is will be overwhelmed. It is only a question of how long
ber that you can take only one reaction per round. covered by an obstacle. The obstacle might be a portcullis, it takes before this happens. As such, each team will
ter offense.” They also deliver lectures on the impor- When you ready a spell, you cast it as normal but hold its be provided with one sunstone of Lathander for each
an arrow slit, or a thick tree trunk.
tance of breaking the concentration of rival spellcast- energy, which you release with your reaction when the trig- Total Cover. A target with total cover can’t be targeted participant.”
ers, as well as how to ready an action to “maximize ger occurs. To be readied, a spell must have a casting time directly by an attack or a spell, although some spells can
the hurt.” Over the course of the tenday, students of 1 action, and holding onto the spell’s magic requires
concentration. If your concentration is broken, the spell
reach such a target by including it in an area of effect. A At this, Gutboy gestures to Barjin who removes a
have ample opportunity to beat on the training dum- dissipates without taking effect.
target has total cover if it is completely concealed by an handful of smooth pebbles from a pouch. “When you
mies in the training grounds (see area A7). obstacle.
are ready to surrender, brandish one of these pebbles

14 Chapter 1 Swords and Sorcery Chapter 1 Swords and Sorcery 15


while calling forth the name of Lathander. His light terrain. The walls of the cavern are rent with cracks of more killer frogs joining combat increases by 10 to the Figuring Out Alien Technology table in chapter
will burn like the sun, scattering the wicked while large enough to serve as warrens for any Small-sized percent each round, resetting to 50 percent whenever 9 of the Dungeon Master’s Guide.
stabilizing the pure. Whichever team kills the most creature. The rough rock walls are also riddled with an onslaught of frogs eventually spawns. Escape. Should a character use a sunstone of
frogs wins the challenge—pure and simple!” ledges, some of which are large enough to hold a Success. Should the characters defeat fifteen killer Lathander, the cavern fills with the blinding radiance
For additional details on sunstones of Lathander Medium-sized creature. A successful DC 15 Strength frogs, then the character striking the killing blow of true sunlight. All frogs use their reaction to flee
(see appendix C). (Athletics) check is sufficient to allow a character notices a strange gleam of metal near the slain frog. and all wounded characters are immediately stabi-
to climb onto a ledge of stone that is 15 feet above Using an action to search that area reveals a curved, lized. Any frog killed after the use of a sunstone is not
Gutboy leaves it for the characters and their rivals
ground level. If a character on the ledge takes an strange-looking metal tube that is open at one end. counted towards the group’s kill total. At this point,
to determine who will go first. Whichever team goes
action, then they must make a successful DC 15 The tube is a laser pistol (see “Alien Technology” in characters can revive any fallen comrades and as-
second is then forced to leave the courtyard so that
Strength (Athletics) or DC 15 Dexterity (Acrobatics) the Dungeon Master’s Guide, chapter 9 for more in- cend back up the rope.
they cannot observe the first team.
check or fall from the ledge, taking 1d6 bludgeoning formation about laser pistols). The pistol contains an
When it is the characters’ turn, they must descend Failure. If all characters are downed, then Gutboy
damage. energy cell that allows the pistol to be fired 10 times.
200 feet of rope into the dark, unlit caverns beneath drops a sunstone into the well and rescues them. In
Combat. After three rounds have passed, the Its energy cell cannot be recharged. Figuring out how this case, the characters lose the challenge, regard-
the school.
silence of the cavern is broken by a long, quivering to fire and reload a laser pistol requires two success- less of how many frogs were slain.
Caverns of the Killer Frogs croak that is somehow reminiscent of a wolf’s howl. ful Intelligence checks (one to figure out how to fire
Scoring. For scoring purposes, the rival team
Assuming the characters can see their surroundings, This, in turn, is answered by another croak. And then it, another to figure out how to load it). Each time a
manages to kill ten killer frogs before using their
read or paraphrase the following: another, until the entire cave begins to reverberate character makes a check, compare the check result
sunstone.
with the thunderous croaks of what sounds like hun-
You have descended into a desolate cave of stone. dreds of frogs.
The chamber is thick with moisture. It drips from the For simplicity, all killer frogs take their turn on
ceiling. It puddles on the floor. It fills your lungs with
the same initiative. On the fourth round, on their
its humidity. It soaks through the very stone itself.
The floor immediately beneath the grate is covered by initiative, four killer frogs (see appendix B) emerge
a pile of what must be hundreds of corroded copper from the opening marked S1, charging towards the
coins. Spreading outwards, however, the coins give closest, most accessible character and attacking. On
way to soggy bones and moldering remains. Other the next round, there is a 50 percent chance that an
than the steady rhythm of water dripping into pools, additional 1d6 killer frogs spawn from a randomly
the cavern is eerily quiet.
determined spawn point (S1 through S6). Driven
by predatory instincts, these frogs attack whichever
The characters enter the map at the space marked
character is most injured or vulnerable. The chance
E. Have them roll initiative immediately. They now
have three rounds to act before battle begins.
Loot. There are 1,317 copper coins underneath
the grate, although only 1d10 x 100 of them are in
Killer Frog
Small Beast, Unaligned
a condition that would be accepted as currency. The
moldering remains look to be primarily rats and Armor Class 12
other animals, although there are some bones that Hit Points 7 (2d6)
look suspiciously humanoid in nature. Characters Speed 20 ft., swim 40 ft.
can search through these remains as an action at any
time. Doing so has a 20 percent chance of uncovering STR DEX CON INT WIS CHA
one of the following: 12 (+1) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 3 (-4)

• A small, soggy sack filled with broken glass and


two intact potions of healing. Skills Perception +2, Stealth +3
Senses darkvision 30 ft., passive Perception 12
• An iron flask that contains a potion of heroism. Languages —
• A bone tube with a tattered scroll of thunderwave. Challenge 1/8 (25 XP)  Proficiency Bonus +2

• 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-

18 Chapter 1 Swords and Sorcery Chapter 2 The Supplementary Soft Arts 19


tory, Nature or Religion, although they have disadvan-
tage on all other ability checks due to the strain. If a Encounter: Caves of Shadow The Iconics perused a book on local history as well
as an undead bestiary. The history book is largely
character is already proficient in one of these skills, mundane and the only passage of interest is the
then they can choose to temporarily double that profi- This encounter can occur at the end of the third description of the Caves of Shadow which includes
ciency. These effects expire at the end of the exam. tenday. The students are given three days to recu- the details provided above as well as its location. The
perate from their grueling wilderness ordeal before undead bestiary is quite large and would take months
Natural Arts returning to formal classes. On the second day of this to read through in its entirety. However, a character
The third tenday’s lessons focus on the natural break, the characters awaken to discover the Iconics making a successful DC 12 Wisdom (Perception)
arts, particularly Animal Handling, Medicine, and have gone missing. Their disappearance is a source check will notice a page with a recently creased cor-
Survival. Lareth also uses this week to teach his of shock and gossip amongst the students. Because ner. This page is the start of a chapter on shadows
students about the importance of working together class is not in session, the faculty are off campus and and reading the chapter is sufficient for the charac-
(see “Working Together” in chapter 7 of the Player’s unavailable. ters to learn the strengths and weaknesses of shad-
Handbook). Instruction primarily takes place in the
Social Arts
During the most recent trial, the Iconics were ows, as described in the Monster Manual.
wilderness surrounding the academy. The fourth tenday’s lessons focus on the social arts,
briefly lost. While lost, they discovered a strange cave If the supply shed is investigated, the characters
particularly Sleight of Hand, Insight, Perception, De-
Into the Wild. The lessons conclude with Lareth entrance ringed with sigils. Mialee was able to dis- discover that a coffer containing sunstones has been
ception, Intimidation, Performance, and Persuasion.
teleporting each adventuring group into the wil- cern that the sigils were intended to keep something unlocked and opened. Inside the coffer are small
It is obvious that these are the skills about which
derness, 100 miles from the academy. Lareth then imprisoned within the cave. She also noted the sigils niches for six sunstones. Four of these sunstones are
Lareth is most passionate.
releases dozens of starved panthers into the woods. were eroding and looked to be on the verge of failing. currently missing.
Each group has 36 hours to find their way back to Secrets of the Whispered One. The lessons con-
Upon their return, the Iconics went to the library to A thorough search of the Iconics’ room also re-
the academy, equipped with nothing more than the clude with a game called Secrets of the Whispered
research these caves and discovered they were called veals a clue: a garbage bin is filled with crumpled
clothing on their backs. One. In this game, each player is given three secrets.
the Caves of Shadow. The Caves of Shadow had a pieces of paper. Most of these are failed attempts at
These secrets need not be explicitly enumerated,
Out of the Wilds. To find their way back to the long history, serving for many centuries as a strong- scroll scribing, however, one looks to be a map of the
however they do provide a good opportunity to reveal
academy, the characters must collectively make a hold for dark and sinister forces. The most recent surrounding wilderness with an X on it. This map
character backgrounds or traits. Alternatively, if you
successful DC 10 Wisdom (Survival) group check. To infestation was by a tribe of orcs and their chieftain, was drafted by Jozan to help guide the Iconics to the
will be playing the subsequent Doomed Forgotten Realms
deal with the panthers, the characters must collec- Jezer the Ogre. After a group of heroic adventurers cave. The map had an aesthetic imperfection—an ink
adventure path, the secrets might hint at the char-
tively make a successful DC 10 Wisdom (Animal killed Jezer, it was decided that the caves should be smudge along the border—that prompted Jozan to
acters’ artificial origins. The characters are told that
Handling) group check. Failing either of these checks magically warded, since they seemed to serve as a throw it out, despite the fact that it is perfectly func-
one of their secrets is true, one is false, and one may
means that the characters are injured. Such injuries continual beacon for the wicked and foul-minded. tional in terms of finding the Caves.
be either true or false. If another player shares the
can be overcome with a successful DC 10 Wisdom These wards were powered by the sun and, conse-
same secret, then it is false. But if no other players To the Rescue. Leaving the academy campus
(Medicine) group check. If the characters fail this quently, were strongest during the day.
share the secret then it is true. The characters then requires some work. Characters can talk the guards
check, then they are unable to successfully return to Perhaps it was the thought of treasure. Or maybe
spend a day trying to coerce as many secrets as pos- into letting them leave with a successful DC 12 Cha-
the academy and are rescued by Lareth at the end of the praise of their professors. Or just the irresistible
sible from other students. Whoever knows the most risma (Persuasion) check. They can climb the walls
the 36 hours. thought of extra credit. Whatever it was, the Iconics
secrets at the end of the game is the winner. To deter- with a rope and a successful DC 12 Strength (Ath-
At the conclusion of the third tenday, consider mine who this is, have each character make Insight, felt strangely drawn to these caves. They correct- letics) check. Finally, they can sneak out through the
running the Caves of Shadow encounter as described Deception, Intimidation, and Persuasion checks and ly conjectured that the wards of the cave could be crack in the arboretum (area A6).
below. total the results. The highest total wins. breached only at night. Lidda sneaked into one of
the training ground’s supply sheds to pilfer some The Iconics are still 1st level during this encounter,
As a fun alternative, consider having your players so use their level 1 statistics from appendix B.
sunstones of Lathander. Then, in the dead of night,
Rules Tips play a social deduction game while role-playing their
the Iconics slipped out of the Academy to delve into C1. Before the Caves
Below you’ll find some of the rules referenced in this chap- characters. A quick search on the Internet will turn
the Caves of Shadow. During their explorations, they As the characters approach the caves, read or para-
ter. up many varieties of these games and you can select
found more than they expected and are now trapped! phrase the following:
Group Checks one that best fits your table.
When a number of individuals are trying to accomplish Iconic Breadcrumbs. If the characters take the
something as a group, the DM might ask for a group ability Cooperative Arts time to speak with other students, a successful DC
After a strenuous, 5-mile journey through darkened
check. To make a group ability check, everyone in the group The final tenday of the semester is devoted to the im- 10 Charisma (Persuasion) or DC 10 Intelligence (In- woodlands, you have reached your destination. A light
makes the ability check. If at least half the group succeeds, portance of teamwork, the Help action, and remedial vestigation) check is sufficient to determine that the breeze stirs the foliage. Up ahead you see the stony
the whole group succeeds. Otherwise, the group fails. training. Such work is largely self-directed. At this Iconics spent much of the previous day in the library. crags that hide the Caves of Shadow.
Help Action point, students are informed of the details of their If either check succeeds by 5 or more, the characters
When you take the Help action, the creature you aid gains final exam (see Chapter 3). also learn that Lidda was seen skulking around the
advantage on the next ability check it makes to perform a
supply sheds. Searching about the entrance uncovers the skele-
Before the Final Exam
task that you are helping with, provided that it makes the tons of two orcs, still holding their spears, concealed
check before the start of your next turn. Brother Yor, the librarian, can be talked into re-
amidst some overgrown grass. The spears are greatly
Alternatively, you can aid a friendly creature in attacking vealing which books the Iconics were reading with
a creature within 5 feet of you. If your ally attacks the target worn with age and are unusable as weapons. The
Regardless of how many encounters you include a successful DC 12 Charisma (Persuasion) check.
before your next turn, the first attack roll is made with bones of the skeletons are similarly brittle with age. A
during the 2nd semester, allow them to advance to Alternatively, this information can be found by briefly
advantage. character making a successful DC 15 Wisdom (Per-
3rd level before beginning chapter 3. pilfering his ledger with a successful DC 12 Dexterity
ception) check will notice a sunstone of Lathander
(Sleight of Hand) check.
20 Chapter 2 The Supplementary Soft Arts Chapter 2 The Supplementary Soft Arts 21
wedged into a crack near the cave entrance. It was C3. Sinkhole Thousands of spiders can be seen scuttling through A monstrous spider (a giant spider with 44 hit
placed here by Tordek during a bout of perceptive the underdepths of these webs. The spiders stay a points) lairs five feet beneath Jozan’s cocoon and can
The passage ends in a massive sinkhole that is filled
self-doubt to help any who might come after him. A cautious distance but otherwise shadow any charac- be noticed with a successful DC 20 Wisdom (Percep-
with a thick tangle of webs. The abundance of webs is
successful DC 12 Wisdom (Insight) check reveals ter who traverses the webs. They are visibly repelled tion) check. It is in a deep torpor and oblivious to all
such that they can be walked upon, albeit with some
that the stone was likely left there on purpose. by any fire source such as a torch or lantern. but the loudest noises. However, due to its web sense,
risk. A character can safely move across the webs if
Old sigils have been carved into stone around the Finding Jozan. At the far end of the sinkhole is a the spider awakens one round after the characters
they move no further than 10 feet on their turn. To
cave’s mouth. They have eroded with age, render- large cocoon. Any character who makes a successful first interact with Jozan’s cocoon. It then attacks the
move faster than that requires a successful Strength
ing them indistinct. If anyone tries to enter the cave DC 10 Wisdom (Perception) check realizes that the nearest character one round later.
(Athletics) or Dexterity (Acrobatics) check with a DC
during the day, an invisible, elastic barrier prevents equal to the amount intended to move. For example, cocoon is wiggling and hears the occasional muffled The monstrous spider is joined in combat one
entry. During this process, the sigils gleam faintly, to move 15 feet in a single round would require a yell. Jozan is restrained within the cocoon. It takes round after that by a swarm of insects (spiders).
like sunlight reflecting off glass. Anyone who makes successful DC 15 check. Failing this check means two actions to free Jozan. Once freed, Jozan acts to This swarm will not move within 5 feet of any source
a successful DC 12 Intelligence (Arcana) check will that the character only moves 10 feet and becomes protect the party for the remainder of their time in of flame but otherwise attacks the least armored
determine that the sigils are drawing power from entangled within the webs, suffering the restrained the caves. He is uninjured but has no spell slots re- character. Three rounds later, a second swarm of
the sun. A detect magic spell reveals the same infor- condition. A character restrained by the webs can use maining. insects joins battle. The swarms will not leave the
mation, as well the fact that the enchantments are their action to make a DC 10 Strength check. If they webs, but the monstrous spider will pursue charac-
abjuration magic. A detect magic spell also reveals succeed, then they are no longer restrained. ters anywhere inside the caves.
the partially hidden sunstone.
The cave can be successfully entered after sunset.
C2. Shadowy Cave
The shadowy darkness of this cave writhes and coils Shadow Bat
Tiny Undead, Typically Chaotic Evil
with a life of its own. Vision of any kind, including
darkvision, is reduced by 5 feet. The cave’s vaulted Armor Class 12
ceiling is 30 feet high and riddled with stalactites. Its Hit Points 7 (3d4)
floor is covered in broken stone and is considered Speed 5 ft., fly 60 ft.
difficult terrain. Lying amidst this rubble can be seen
the body of Tordek. STR DEX CON INT WIS CHA
Tordek is unconscious but stable. He and the other 4 (-2) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 8 (-1)
Iconics disturbed a gloom of shadows that haunted
this chamber. The Iconics were able to successfully Skills Stealth +6 (+8 in dim light or darkness)
kill the shadows, although Tordek fell during the bat- Damage Vulnerabilities radiant
tle. Before Jozan could revive Tordek, three shadow Damage Resistances acid, cold, fire, lightning, thunder,
bats (see appendix B), roosting amidst the stalactites, bludgeoning, piercing, and slashing from nonmagical
weapons
swooped down to attack. The remaining Iconics Damage Immunities necrotic, poison
mistook the shadowbats for wraiths and fled, leaving Condition Immunities exhaustion, frightened, grappled,
Tordek behind. paralyzed, petrified, poisoned, prone, restrained
The shadowbats are still perched above, watching Senses darkvision 60 ft., passive Perception 13
the characters. A character who makes a successful Languages —
DC 20 Wisdom (Perception) check will discern their Challenge 1/4 (50 XP)  Proficiency Bonus +2
presence. They attack in self-defense or if Tordek is
disturbed in any way. Amorphous. The shadow bat can move through a space as
narrow as 1 inch wide without squeezing.
Flyby. The shadow bat doesn’t provoke opportunity attacks
when it flies out of an enemy’s reach.
Sunlight Weakness. While in sunlight, the shadow has dis-
advantage on attack rolls, ability checks, and saving throws.
Actions
Strength Drain. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 4 (1d4+2) necrotic damage, and the
target’s Strength score is reduced by 1. The target dies if this
reduces its Strength to 0. Otherwise, the reduction lasts
until the target finishes a short or long rest.
Shadows lair within Bonus Actions
the darkened cave
Shadow Stealth (Requires Dim Light or Darkness). The
shadow bat takes the Hide action.

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.

32 Chapter 3 Comprehensive Final Exam Chapter 3 Comprehensive Final Exam 33


can attempt to use the book from the altar to reverse cackles madly but the characters somehow, instinc-
the incantation by making a successful DC 10 Intelli- tively, know that it is the Thing in the Portal that is
gence (Arcana) check. A successful check counts as laughing. All goes black before the characters regain
a disruption. The healing and incantation disruptions their senses and find themselves, yet again, in the Pit
can be completed multiple times. of Trials with Headmaster Vance.

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.

34 Chapter 3 Comprehensive Final Exam Chapter 3 Comprehensive Final Exam 35


Chapter 4 Doomed Forgotten Realms No Escape. Should the characters subdue the
Iconics or persuade them into staying their hand,
Graduation Headmaster Vance intercedes. He smashes his staff
on the ground, “LIFE ONLY THROUGH DEATH.
Graduation Each adventuring team is promised an individualized KILL OR BE KILLED!” At this point, both the char-
In this chapter the characters graduate. Depending on your graduation and are instructed to arrive at the Pit of acters and the Iconics are filled with a compulsion
campaign, this may be either a joyous celebration or a dark
revelation. Trials at their scheduled time. The characters are to kill one another. This compulsion can be willingly
told to report at midnight. When they arrive, they find resisted but doing so inflicts 3 (1d6) psychic damage
the Pit circled by dozens of robed, motionless figures. per round. After one round of taking such damage,
Headmaster Vance stands before the circle of runes. the Iconics give in to their compulsion and fight to the
death.
Traditional Graduation
he days following the comprehensive He beckons for the characters to enter the circle
final exam are free of classes and full before delivering a brief speech. Conclusion. Battle ends when all of the Iconics
of celebration. Use this time to wrap Read or paraphrase the following: are slain. The robed figures begin slowly clapping
up any loose ends. After two such days, The graduation takes place in the training grounds, their hands together but rather than the expected
the students are informed by Rogahn under the light of Oghma’s Scroll. Bleachers are set applause, there is only a brittle rattling, like bone
“You have come far in your development and proven
and Zelligar that this year’s graduation will take up for the friends and families of graduating students, yourselves to be apt students with great potential. You chimes blowing in the wind. Their hoods fall back,
place in the evening due to a rare, once-in-a-lifetime, including a tribe of more than a hundred cheering have learned all that we can teach you and it is now revealing skulls. Headmaster Vance’s voice booms
astrological occurrence. The constellation Oghma’s kobolds. Also in attendance are representatives from time for you to leave this university behind and start powerfully, “Banish any sorrow. There is no life. Only
each of the Sword Coast’s major factions—the Em- life anew. Yet, before doing so, we must always remem- death. Just as there are no gods. Only Vecna!” At this
Celestial Scroll will be ascendant, crowned only by ber that just as strength comes only from suffering, so
a star known as Sune’s Radiance. Rumors circulate erald Enclave, the Harpers, the Lord’s Alliance, the phrase the robed skeletons intone in unison, “Vecna
too, life comes only from death.”
throughout the school that four out of five heroic Order of the Gauntlet, and the Zhentarim. prevails!”
At these words, four shadowy figures approach the
legends, including Khelben Blackstaff himself, gradu- Rogahn, Zelligar, and Lareth begin the ceremony ring from the opposite side. They step into the ring as The constellations begin to waver and melt. The
ated under this fortunate conjunction. with a speech praising the deeds and accomplish- the Headmaster continues, Scroll of Oghma shatters. Sune’s Radiance diminish-
The instructors promise a memorable graduation. ments of the students. Use this as an opportunity “To graduate, you must perform one last feat. You es and then disappears. The broken stars rearrange
There are two possible endings, depending upon to celebrate your players and their actions. As the must earn the life that lies before you. Make no mis- themselves into the shape of a single glaring eye.
whether or not this adventure is being played as part speech ends, Lareth announces the class valedictori- take. This is no illusion. This is ‘kill or be killed.’” At “Vecna prevails. Vecna prevails. Vecna prevails.”
an, ideally one of the characters. Encourage them to these final words, the Headmaster steps outside of
of the Doomed Forgotten Realms adventure path. the ring. As he does, the runes flare to life, creating a All goes dark.
make a speech of their own.
barrier about the arena. For details on where the characters awaken refer
With grave solemnity, Headmaster Vance presents “LIFE ONLY THROUGH DEATH. to the RISE OF VECNA, the next installment in the Doomed
each student with a bronzed ceremonial scroll before KILL OR BE KILLED!” Forgotten Realms adventure path.
heralding the end of the ceremony. This is the ideal
time for faction representatives to recruit the charac-
ters. Graduates from Headmaster Vance’s prestigious The shadowy figures are the Iconics (use their
Academy of Adventure start with 1 renown (see “Fac- level 3 statistics from appendix B) although for a
tions and Organizations” in chapter 1 of the Dungeon less intense encounter, consider using a single ghost
Master’s Guide) whenever they join a faction. instead of the rival party. The identity of the Iconics
is obscured by illusionary magic. They, too, see the
It is now time for the characters to move from
characters only as shadowy, depersonalized oppo-
their small pond into the larger world beyond, best
nents and attack at the earliest opportunity. Since
embodied by Wizard of the Coast’s many fifth edition
they cannot distinguish one opponent from another,
hardcover adventures.
they cannot apply any type of specific strategy. They
Congratulations are in order. simply try to kill their opponents as quickly as possi-
ble.
Discerning the Truth. A character can use an
action to examine the shadowy figures. A successful
DC 15 Intelligence (Investigation) check determines
that the shadowy figures are the Iconics. This check
is made with advantage if the character already sus-
pects this.
The illusion is dispelled whenever one of the char-
acters strikes their first killing blow. The slain Iconic
looks at them incredulously. Their final gasp is one
of stunned disbelief, “Why?” The remaining Iconics
scream in rage and attack the characters.

36 Chapter 4 Graduation Chapter 4 Graduation 37


Appendix A Iconics
Student Body Descriptions
Meepo's Minions
iven that extracurricular combat Meepo’s Minions consist of Hagnar (LN female ko-
between students is forbidden, bold dragonshield, see appendix B), Molo (LN male
any encounters with these kobold inventor, see appendix B), Rotom (LN male
groups are likely to be social kobold) and Taklak (LN female kobold scale sorcer-
in nature. Because of this, the er, see appendix B).
emphasis below is on personality rather than stat
They express wide-eyed astonishment at even the
blocks. The one exception to this is the Iconics, who
most mundane item or situation. They are also quick
have fully developed stat blocks that can be found in
to startle, sometimes fleeing in fear and hiding in
appendix B
some unfathomable place for hours at a time. They
Jozan Mialee
Demodragons
revere an ancient kobold hero called Meepo and will
happily spend hours telling wildly improbable tales of
his Meepean endeavors. Their insignia is a fleshraker Jozan (NG male Human Cleric) is a burly cleric of Mialee (LG female Elf Wizard) is a studious wizard
Dracon Killjoy dinosaur against a snowy background. Lathander. Each morning he wakes up at the crack of who excels at academics. She spends so much time
Dracon Killjoy (LE male Human Wizard) is an dawn, without exception, to fish in one of the arbore- studying that she is perfumed with the scents of
aspiring necromancer and the self-proclaimed lead-
er of the Demodragons. He comes from a wealthy
Shadowslayers tum’s many ponds while saying his morning prayers.
He enjoys giving sermons, and tries to convert as
exotic spell components. Some possible examples
include the aromatic fragrance of fey-grown honey-
family and is used to being catered to. As such, he many students as he can to the worship of Lathander. suckle and the sulfurous stench of bat guano that
Abra Such sermons are coarse and heavy-handed and accompanies one who has spent too much time in
has a short fuse and is quick to anger. He is a mid- Abra (LG male Human Sorcerer) is a nervous, bum-
dling wizard whose talent is greatly exceeded by his often involve him disparaging other gods. He despis- the combustion lab. She has an inexplicable fear of
bling spellcaster with a heart of gold. Harnessing the es undead and looks for any opportunity to turn or displacer beasts and most of her questions in class
arrogance. He is seldom without his zombie butler, power of wild magic, he is the living embodiment
Potter, who also doubles as a bodyguard. When ag- destroy Dracon’s zombie butler, Potter. are about how to apply a particular spell or strategy
of uncontrolled potential. Anytime he casts a spell, to the destruction or evasion of these creatures.
gravated by others, Dracon likes to pompously bluff roll a d20. On a roll of 1 through 15, the spell has an
that Potter is the rotting carcass of the last student additional effect, determined by rolling on the Wild
who similarly aggrieved him. Magic Surge table in chapter 3, “Classes” of the Play-
Dreadbeard er’s Handbook. Accustomed to this chaos, Abra turns
Dreadbeard (CE male Dwarf Warlock) claims De- these surges to his advantage whenever possible.
mogorgon as his patron. He claims to commune with Di
Demogorgon by soaking his dual-braided beard in a Di (LG female Human Monk) is a brash athlete who
vile tincture, setting it aflame, and then inhaling its excels in all physical endeavors. She is competitive
fumes. Because of this practice, fiery red embers can to a fault and will never back down from a challenge.
often be seen burning within the charred wreckage of Her favorite weapon is the quarterstaff.
his blackened beard.
Frank
Halazar Hisserin Frank (LG male Human Ranger) is the group’s charis-
Halazar Hisserin (NE female yuan-ti pureblood matic leader. He takes the mantle of leadership seri-
Rogue) follows the way of the assassin. She is, to all ously and often worries about letting his team down
appearances, a tall, striking, red-haired woman. Her or leading them into failure. His favorite weapon is
warm smile can melt even the iciest of hearts. Howev-
Lidda Tordek
the longbow.
er, beneath that smile hides a forked tongue, the only
testament of her serpentine heritage. Despite her
Shayla Lidda (CG female Lightfoot Halfling Rogue) is fidgety Tordek (NG male Dwarf Fighter) is the most mis-
Shayla (LG female Human Rogue) is a quiet rogue and easily distracted. She is naturally nocturnal and, chievous of the Iconics. He enjoys making up false-
profession, she takes no joy in killing. Instead, she is
with a quick, strategic brain. Despite her shy nature, as such, often falls asleep in class. She particularly hoods about dwarves and passing them off as facts.
a voracious seeker of knowledge who prefers spend-
she is a natural team player and detests being alone. enjoys practicing her sneak attack and routinely For example, he claims that dwarves make alcohol
ing her hours either reading books or subtly interro-
She talks often of her younger brother, Robby, a hides herself in unusual places, pouncing on passers- by fermenting stone and can navigate through pure
gating others in the guise of socializing.
brash barbarian who hopes to enroll in the academy by while yelling in her comically high-pitched voice, darkness by echolocation. His favorite weapon is a
next year and whom she misses dearly. “Sneak attack!” maul — which he claims is the favored weapon of all
dwarves, created by Moradin himself to be the “per-
fect” weapon.
38 Appendix A Student Body Descriptions Appendix A Student Body Descriptions 39
Marauders
Appendix B
Monsters and NPCs
GRIBBIT THE DAGGERTONGUE
Large Beast, Unaligned

Armor Class 15
Hit Points 59 (7d10 + 21)
Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 16 (+3) 4 (-3) 13 (+1) 6 (-2)

Cultist of Orcus Skills Perception +3


Barjin Blastum Senses darkvision 30 ft., passive Perception 13
Cultists of Orcus have sworn allegiance to the Prince Languages —
Barjin (CN male Half-Elf commoner) is currently Blastum (CN male Gnome Wizard) specializes in of Undeath. Their zealous devotion has dissolved Challenge 3 (700 XP)  Proficiency Bonus +2
undecided as to what vocation he wants to study. As the school of evocation. He wants very much to live any ounce of individuality and they now work with
such, he drifts from class to class. He knows that he up to his name and routinely interrupts class to ask tireless resolve to further the machinations of their Amphibious. Gribbit can breathe air and water.
eventually wants to be a druid/barbarian/sorcerer/ when they are going to learn to cast fireball. Like his demon lord. They can be recognized by their dark, Mimicry. Gribbit can mimic simple sounds it has heard,
whispering robes and crude bone jewelry. such as a person whispering, a baby crying, or an animal
fighter/monk but he is eternally conflicted as to the groupmates, he is an avid partier and uses his innate chittering. A creature that hears the sounds can tell they are
optimal order for pursuing his five-part studies. Speak with Small Beasts trait to invite local fauna to
their wild festivities. Gribbit the Daggertongue imitations with a successful DC 10 Wisdom (insight) check.
Pack Tactics. Gribbit has advantage on attack rolls against
a creature if at least one of Gribbit’s allies is within 5 feet of
Gribbit is a legendary killer frog, having grown abnor- the creature and the ally isn’t incapacitated.
mally large after dominating all lesser killer frogs for Standing Leap. Gribbit’s long jump is up to 30 feet and its
the entirety of its unnatural lifespan. high jump is up to 20 feet, with or without a running start.
Actions
Cultist of Orcus Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 11 (1d12 + 5) piercing damage plus 6 (1d12) poison
Medium Humanoid (Any Race),Typically Chaotic Evil
damage, and the target is grappled (escape DC 16). Until
this grapple ends, the target is restrained, and Gribbit can’t
Armor Class 12 (leather armor) bite another target.
Hit Points 9 (2d8) Big-Bellied Swallow. Gribbit makes one bite attack against
Speed 30 ft. a Medium or smaller target it is grappling. If the attack
hits, the target is swallowed, and the grapple ends. The
swallowed target is blinded and restrained, it has total
STR DEX CON INT WIS CHA cover against attacks and other effects outside Gribbit, and
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) it takes 10 (3d6) acid damage at the start of each Gribbit’s
turns. Gribbit can have four targets swallowed at a time.
If Gribbit dies, a swallowed creature is no longer re-
Skills Deception +2, Religion +2 strained by it and can escape from the corpse using 5 feet
Senses Passive Perception 10 of movement, exiting prone.
Languages Any one language (usually Common) Web (Recharge 5–6). Ranged Weapon Attack: +4 to hit,
Challenge 1/8 (25 XP)  Proficiency Bonus +2 range 30/60 ft., one creature. Hit: The target is restrained
Balto Gutboy Barrelhouse by webbing. As an action, the restrained target can make a
DC 12 Strength check, bursting the webbing on a success.
Dark Devotion. The cultist has advantage on saving throws The webbing can also be attacked and destroyed (AC 10; 5
Balto (CN male Human Bard) loves to play music and Gutboy Barrelhouse (CN male Dwarf Fighter) is the against being charmed or frightened. hp; vulnerability to fire damage; immunity to bludgeoning,
loves to play it loud. Although loyal to the Maraud- highest level student in the academy. As he likes to
Actions
poison, and psychic damage).
ers, he would nonetheless love to create a musical brag, “You don’t repeat three years of beginner’s level
band as a side gig if he is able to find any like-minded adventuring without learning a few things.” He has Death’s Caress. Ranged Spell Attack: +2 to hit, range 120 ft., Reactions
bards. smuggled a special dwarven alchemy jug (creates one creature. Hit: 4 (1d8) necrotic damage, and the target Alpha. If Gribbit takes 7 or less damage that would reduce it
can’t regain hit points until the end of the cultist’s next turn. to 0 hit points, it can order a killer frog within 5 feet of it to
double the amount of beer) into the academy and has
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one intercept the attack. Gribbit then instead takes no damage
hidden it within his quarters. It is from this jug that creature. Hit: 4 (1d6 + 1) slashing damage. and the killer frog is killed.
the Marauders’ many parties flow.
40 Appendix A Student Body Descriptions Appendix B Monsters and NPCs 41
Iconics
Stat blocks for the Iconics—Jozan, Lidda, Mialee, and
Tordek—are found here, both as 1st-level characters
Mialee (1st level)
and as 3rd-level characters. As fellow students, the Medium Humanoid (Elf Wizard), Lawful Good
Iconics grow and develop throughout the course of
the adventure. They begin the adventure at 1st level Armor Class 13
and attain 3rd level by their graduation. Hit Points 3 (1d6)
Speed 30 ft.

Jozan (1st level) STR DEX CON INT WIS CHA


Medium Humanoid (Human Cleric), Neutral Good 10 (+0) 16 (+3) 10 (+0) 16 (+3) 13 (+1) 10 (+0)

Armor Class 16 (chain mail)


Lidda (1st level)
Small Humanoid (Halfling Rogue), Chaotic Good
Hit Points 6 (1d8 + 2) Saving Throws Int +5, Wis +3
Speed 30 ft. Skills Arcana +5, History +5, Insight +3, Investigation +5,
Armor Class 14 (leather) Perception +3
Hit Points 4 (1d8) Senses darkvision 60 ft., passive Perception 13
STR DEX CON INT WIS CHA Speed 25 ft. Languages Common, Draconic, Dwarvish, Elvish Tordek (1st level)
14 (+2) 14 (+2) 15 (+2) 11 (+0) 16 (+3) 11 (+0) Medium Humanoid (Dwarf Fighter), Neutral Good
Challenge 1/2 (100 XP)  Proficiency Bonus +2
STR DEX CON INT WIS CHA
Saving Throws Wis +5, Cha +2 13 (+1) 17 (+3) 10 (+0) 14 (+2) 10 (+0) 11 (+0) Fey Ancestry. Mialee has advantage on saving throws Armor Class 13 (chain shirt)
Skills Insight +5, Medicine +5, Perception +5, Persuasion +2, against being charmed, and magic can’t put her to sleep. Hit Points 8 (1d10 + 3)
Religion +5 Portent. Immediately before rolling initiative for Mialee, roll Speed 25 ft.
Saving Throws Dex +5, Int +4
Senses passive Perception 15 two d20s and record the numbers rolled. Mialee can replace
Skills Acrobatics +7, Athletics +3, Deception +2, Investiga- any attack roll, saving throw, or ability check made by her or
Languages Common tion +4, Sleight of Hand +5, Stealth +7 STR DEX CON INT WIS CHA
a creature that she can see with one of these rolls. She must
Challenge 1 (200 XP)  Proficiency Bonus +2 Senses passive Perception 10 choose to do so before the roll, and she can replace a roll in 17 (+3) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 10 (+0)
Languages Common, Halfling this way only once per turn.
Actions Challenge 1/2 (100 XP)  Proficiency Bonus +2
Actions Saving Throws Str +5, Con +5
Skills Athletics +5, History +2, Intimidation +2, Survival +3
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Crackling Tether. A beam of crackling, blue energy lances
Hit: 5 (1d6 + 2) bludgeoning damage. Brave. Lidda has advantage on saving throws against being Damage Resistances poison
frightened. out toward a creature Mialee can see within 30 feet, forming
Fiery Embrace (Recharge 6). Each creature in a 15-foot cube a sustained arc of lightning between Mialee and the target. Senses darkvision 60 ft., passive Perception 11
originating from Jozan must make a DC 13 Dexterity saving Halfling Nimbleness. Lidda can move through the space of The tether ends if Mialee and her target are more than 30 Languages Common, Dwarvish
throw, taking 10 (3d6) fire damage on a failed save, or half any creature that is of a size larger than hers. feet apart, if the target is in total cover from Mialee, or if Mi- Challenge 1 (200 XP)  Proficiency Bonus +2
as much on a successful one. Lucky. When Lidda rolls a 1 on the d20 for an attack roll, alee loses concentration. While the tether remains, Mialee
The fire ignites any flammable objects in the area that ability check, or saving throw, she can reroll the die and can use the Tether Spark bonus action.
must use the new roll. Dwarven Resilience. Tordek has advantage on saving throws
aren’t being worn or carried. Hurl Flame. Ranged Spell Attack: +5 to hit, range 120 ft., one against poison.
Radiant Repentance. Jozan targets a creature he can see Naturally Stealthy. Lidda can attempt to hide even when target. Hit: 5 (1d10) fire damage.
she is obscured by a creature that is at least one size larger Great Weapon Fighting. When Tordek rolls a 1 or 2 on a
within 60 feet. The target must succeed on a DC 13 Dexterity Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., damage die for an attack he makes with his maul, he can
saving throw or take 4 (1d8) radiant damage. than her. one target. Hit: 4 (1d8) bludgeoning damage. reroll the die and must use the new roll, even if the new roll
Spellcasting. Jozan casts one of the following spells, using Sneak Attack (1/Turn). Lidda deals an extra 1d6 damage Spellcasting. Mialee casts one of the following spells, using is a 1 or 2.
Wisdom as his spellcasting ability (spell save DC 13). when she hits a target with a weapon attack and has advan- Intelligence as her spellcasting ability (spell save DC 13).
At will: light, spare the dying
tage on the attack roll, or when the target is within 5 feet of
an ally of Lidda that isn’t incapacitated and Lidda doesn’t At will: detect magic, mage hand, true strike Actions
1/day each: bless, cure wounds, faerie fire have disadvantage on the attack roll. 1/day each: grease, magic missile Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage.
Reactions Actions Bonus Actions
Warding Flare (3/Day). When Jozan is attacked by a creature Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 Tether Spark (Requires Crackling Tether). Ranged Spell At-
Bonus Actions
within 30 feet of him that he can see, he can use his reac- ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing tack: +5 to hit, range 30 ft., one creature tethered to Mialee. Second Wind (Recharges After a Short or Long Rest). Tordek
tion to impose disadvantage on the attack roll. damage. Hit: 6 (1d12) lightning damage. regains 6 (1d10 + 1) hit points.

42 Appendix B Monsters and NPCs Appendix B Monsters and NPCs 43


Jozan (3rd level)
Medium Humanoid (Human Cleric), Neutral Good

Armor Class 16 (chain mail)


Hit Points 19 (3d8 + 6)
Speed 30 ft.
Mialee (3rd level)
Medium Humanoid (Elf Wizard), Lawful Good

STR DEX CON INT WIS CHA Armor Class 13


14 (+2) 14 (+2) 15 (+2) 11 (+0) 16 (+3) 11 (+0) Hit Points 10 (3d6)
Speed 30 ft.
Saving Throws Wis +5, Cha +2
Skills Insight +5, Medicine +5, Perception +5, Persuasion +2, STR DEX CON INT WIS CHA
Religion +5 10 (+0) 16 (+3) 10 (+0) 16 (+3) 13 (+1) 10 (+0)
Senses passive Perception 15
Languages Common
Saving Throws Int +5, Wis +3
Challenge 2 (450 XP)  Proficiency Bonus +2 Skills Arcana +5, History +5, Insight +3, Investigation +5, Tordek (3rd level)
Perception +3 Medium Humanoid (Dwarf Fighter), Neutral Good

Actions Lidda (3rd level) Senses darkvision 60 ft., passive Perception 13


Armor Class 13 (chain shirt)
Small Humanoid (Halfling Rogue), Chaotic Good Languages Common, Draconic, Dwarvish, Elvish
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Challenge 2 (450 XP)  Proficiency Bonus +2 Hit Points 19 (3d10 + 3)
Hit: 5 (1d6+2) bludgeoning damage.
Armor Class 14 (leather) Speed 25 ft.
Fiery Embrace (Recharge 5–6). Each creature in a 15-foot
cube originating from Jozan must make a DC 13 Dexterity Hit Points 13 (3d8) Fey Ancestry. Mialee has advantage on saving throws
saving throw, taking 10 (3d6) fire damage on a failed save, Speed 25 ft. against being charmed, and magic can’t put her to sleep. STR DEX CON INT WIS CHA
or half as much on a successful one. Portent. Immediately before rolling initiative for Mialee, roll 17 (+3) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 10 (+0)
The fire ignites any flammable objects in the area that two d20s and record the numbers rolled. Mialee can replace
STR DEX CON INT WIS CHA any attack roll, saving throw, or ability check made by her or
aren’t being worn or carried. 13 (+1) 17 (+3) 10 (+0) 14 (+2) 10 (+0) 11 (+0) a creature that she can see with one of these rolls. She must Saving Throws Str +5, Con +5
Radiant Repentance. Jozan targets a creature he can see choose to do so before the roll, and she can replace a roll in
within 60 feet. The target must succeed on a DC 13 Dexterity Skills Athletics +5, History +2, Intimidation +2, Survival +3
this way only once per turn. Damage Resistances poison
saving throw or take 4 (1d8) radiant damage. Saving Throws Dex +5, Int +4
Radiance of the Dawn (1/Day). Jozan dispels any magical Skills Acrobatics +7, Athletics +3, Deception +2, Investiga- Actions Senses darkvision 60 ft., passive Perception 11
darkness within 30 feet of him and each hostile creature tion +4, Sleight of Hand +5, Stealth +7 Languages Common, Dwarvish
within 30 feet of him must make a DC 13 Constitution sav- Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Senses passive Perception 10 one target. Hit: 4 (1d8) bludgeoning damage. Challenge 2 (450 XP)  Proficiency Bonus +2
ing throw. A creature takes 14 (2d10 + 3) radiant damage on Languages Common, Halfling
a failed saving throw, or half as much damage on a success- Hurl Flame. Ranged Spell Attack: +5 to hit, range 120 ft., one
ful one. Challenge 1 (200 XP)  Proficiency Bonus +2 target. Hit: 5 (1d10) fire damage. Action Surge (Recharges After a Short or Long Rest). On
Turn Undead (Recharges after a Short or Long Rest). Jozan Corrosive Bolt (Recharge 5–6). Ranged Spell Attack: +5 to his turn, Tordek can take one additional action on top of his
presents his holy symbol and speaks a prayer censuring the Brave. Lidda has advantage on saving throws against being hit, range 90 ft., one creature. Hit: 10 (4d4) acid damage, regular action and a possible bonus action.
undead. Each undead that can see or hear him within 30 frightened. and 5 (2d4) acid damage at the end of the target’s next turn. Dwarven Resilience. Tordek has advantage on saving throws
feet of him must make a Wisdom saving throw. If the crea- Halfling Nimbleness. Lidda can move through the space of Miss: 5 (2d4) acid damage, and no damage at the end of the against poison.
ture fails its saving throw, it is turned for 1 minute or until it any creature that is of a size larger than hers. target’s next turn. Great Weapon Fighting. When Tordek rolls a 1 or 2 on a
takes any damage. Crackling Tether. A beam of crackling, blue energy lances damage die for an attack he makes with his maul, he can
Lucky. When Lidda rolls a 1 on the d20 for an attack roll,
A turned creature must spend its turns trying to move as ability check, or saving throw, she can reroll the die and out toward a creature Mialee can see within 30 feet, forming reroll the die and must use the new roll, even if the new roll
far away from Jozan as it can, and it can’t willingly move to must use the new roll. a sustained arc of lightning between Mialee and the target. is a 1 or 2.
a space within 30 feet of him. It also can’t take reactions. The tether ends if Mialee and her target are more than 30 Improved Critical. Tordek’s weapon attack scores a critical
For its action, it can use only the Dash action or try to es- Naturally Stealthy. Lidda can attempt to hide even when feet apart, if the target is in total cover from Mialee, or if Mi-
she is obscured by a creature that is at least one size larger hit on a roll of 19 or 20.
cape from an effect that prevents it from moving. If there’s alee loses concentration. While the tether remains, Mialee Second Wind (Recharges After a Short or Long Rest). On his
nowhere to move, the creature can use the Dodge action. than her. can use the Tether Spark bonus action.
Sneak Attack (1/Turn). Lidda deals an extra 2d6 damage turn, Tordek can use a bonus action to regain 1d10 + 3 hit
Spellcasting. Jozan casts one of the following spells, using Spellcasting. Mialee casts one of the following spells, using points.
Wisdom as his spellcasting ability (spell save DC 13). when she hits a target with a weapon attack and has advan- Intelligence as her spellcasting ability (spell save DC 13).
At will: continual flame, light, spare the dying
tage on the attack roll, or when the target is within 5 feet of
an ally of Lidda that isn’t incapacitated and Lidda doesn’t At will: detect magic, identify, mage hand, true strike Actions
1/day each: bless, cure wounds, faerie fire, warding bond have disadvantage on the attack roll. 1/day each: grease, magic missile, see invisibility Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6+3) bludgeoning damage.
Reactions Actions Bonus Actions
Warding Flare (3/Day). When Jozan is attacked by a creature Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 Tether Spark (Requires Crackling Tether). Ranged Spell At- Bonus Actions
within 30 feet of him that he can see, he can use his reac- ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing tack: +5 to hit, range 30 ft., one creature tethered to Mialee. Second Wind (Recharges After a Short or Long Rest). Tordek
tion to impose disadvantage on the attack roll. damage. Hit: 6 (1d12) lightning damage. regains 8 (1d10 + 3) hit points.

44 Appendix B Monsters and NPCs Appendix B Monsters and NPCs 45


Kobold Dragonshield tribe. When the tribe is threatened, a scale sorcerer
lashes out with fire and poison against enemies, sav-
VOLO’S GUIDE TO MONSTERS
ing a bit of magic for itself in case it needs to flee or
take advantage of a captor.
A kobold dragonshield is a champion of its race. Al-
most all dragonshields begin life as normal kobolds,
Kalarel then are chosen by a dragon and invested with great
powers for the purpose of protecting the dragon’s
Kalarel is a zealous follower of Orcus, Demon Lord eggs. Accomplished at hand-to-hand combat, it bears
of Undeath, working tirelessly to bring his master many scars from desperate fights and carries a shield
into the Material Plane. made out of cast-off dragon scales.

Kobold Scale Sorcerer Kobold Scale Sorcerer


Kalarel
Small Humanoid (Kobold Sorcerer), Typically Lawful Evil
VOLO’S GUIDE TO MONSTERS
Medium Humanoid (Human Wizard), Chaotic Evil

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

46 Appendix B Monsters and NPCs Appendix B Monsters and NPCs 47


Shadow Bat
Shadow bats are formed when shadows, desperate
Kobold Inventor with hunger, feed on the life force of small animals.
Shadow bats are nearly indistinguishable from the
VOLO’S GUIDE TO MONSTERS
darkness in which they roost. In combat, they look
like blurs of necrotic energy, as if some necroman-
A kobold inventor, crafty and with quick hands, builds
cer’s spell has taken on a dark life of its own.
improvised weapons in the hope of gaining some
new advantage in combat. An inventor captures bugs, Shadow bats are naturally attracted to the
scoops up exotic slimes, and claims the best stolen Shadowfell. Because of this, they are often used by
goods as ingredients in its experiments. Its creations practitioners of the dark arts to find portals and rifts
are sometimes comical in appearance, but they work that lead there.
a lot better than their materials would suggest.

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.

48 Appendix B Monsters and NPCs Appendix B Monsters and NPCs 49


Appendix C
Magic Items
Sunstone of Lathander
Wondrous item, uncommon
This smooth gemstone, engraved with the symbol of
Lathander, is warm to the touch.
As an action you can brandish the stone and call
Zorbo upon Lathander to harness sunlight, creating the
following effects within 30 feet of you:
TOMB OF ANNIHILATION
• You dispel any magical darkness in the area, re-
A zorbo is a ferocious omnivore similar in size and placing it with sunlight.
appearance to a koala. Living in trees and caves, it
• Any unconscious creatures in the area are stabi-
has long claws, a dour disposition, and a fondness
lized.
of human flesh. A zorbo alters its natural armor to
match its surroundings, and can weaken and destroy • Each hostile creature in the area must make a
armor, shields, and protective magic items with its DC 11 Constitution saving throw. A creature takes
sharp claws. radiant damage equal to 2d10 + 2 on a failed saving
throw, and half as much damage on a successful
one. A creature that has total cover from you is not
Zorbo affected.
Small Monstrosity, Unaligned

Armor Class 10 (see the Natural Armor trait)


Hit Points 27 (6d6 + 6)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 8 (-1) 15 (+2) 5 (-3) 7 (-2) 5 (-3)

Skills Athletics +3
Senses passive Perception 11
Languages —
Challenge 1/2 (100 XP)  Proficiency Bonus +2

Magic Resistance. The zorbo has advantage on saving


throws against spells and other magical effects.
Natural Armor. The zorbo magically absorbs the natural
strength of its surroundings, adjusting its Armor Class
based on the material it is standing or climbing on: AC 15
for wood or bone, AC 17 for earth or stone, or AC 19 for met-
al. If the zorbo isn’t in contact with any of these substances,
its AC is 10.
Actions
Destructive Claws. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 8 (2d6 + 1) slashing damage, and if
the target is a creature wearing armor, carrying a shield,
or in possession of a magic item that improves its AC,
it must make a DC 11 Dexterity saving throw. On a failed
save, one such item worn or carried by the creature (the
target’s choice) magically deteriorates, taking a permanent
and cumulative −1 penalty to the AC it offers, and the zorbo
gains a +1 bonus to AC until the start of its next turn. Armor
reduced to an AC of 10 or a shield or magic item that drops
to a 0 AC increase is destroyed.

50 Appendix B Monsters and NPCs Appendix C Magic Items 51


APOCALYPSE AFTER APOCALYPSE HAS SHAKEN THE SWORD COAST!
EACH OF THESE SEEMINGLY UNRELATED DISASTERS
HAS BEEN CUNNINGLY ENGINEERED BY THE LICH-GOD VECNA
TO PAVE THE WAY FOR HIS ARRIVAL.
WILL YOUR PLAYERS ANSWER THE CALL OF A DESPERATE REALM?
A TALL TASK FOR RECENT GRADUATES. BUT IF NOT THEM, THEN WHO?

Thank you for your support


No finer training can be found, either
up or down the Sword Coast, than
that of Headmaster Vance’s Academy
of Adventure. Here, an adventurer can
learn firsthand from the masters of
their craft. However, not everything
is as it appears, and beneath the
Academy’s prosaic exterior lies a dark
and terrible secret...
The Academy Of Adventure
can be used as a setting as well as
an adventure. As an adventure it
contains more than enough material
to advance the characters from
1st through 3rd level. It includes a
campus description, two semesters
worth of curricula, a detailed student
body, new monsters, and a new magic
item.
Although accessible to veteran
players, the adventure is true
to its name and provides many
opportunities for the DM to “teach”
the game to new players. It can easily
be used as a springboard into any
larger campaign, but is optimized as
a lead-in to the Rise Of Vecna,
the second installment of the Doomed
Forgotten Realms adventure path.

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