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Page 1: The Wizards Amulet 5E
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YOUNG LEUCROTTACE Med ium magic a l beast Initia tive +4

DEFENSEAC 13hp: 13 (2d10 + 2)

ACTIONSSpeed: 30 ft.Melee Attac k—Bite: +3 to hit (reac h 5 ft.; one c rea ture). Hit:

1d4 p ierc ing damage.Melee Attack—Kick: +7 to hit (reach 5 ft.; one c reature). Hit:

1d6 bludgeoning damage and the target is knocked prone.

STATISTICSStr 10 (+0), Dex 18 (+4), Con 8 (-1), Int 8 (-1), Wis 9 (-1), Cha 8 (-1)Languages: Leuc rottaSkills: Dec ep tion +4, Stea lth +3Senses: Darkvision 60 ft.

TRAITSArmor-pierc ing Bite: The bony ridges tha t a leuc rotta has for

teeth c an c hew through meta l or wood . When a leuc rotta sc ores a c ritic a l hit with its b ite a ttac k, the ta rget’ s a rmor or shield (GM’s c hoic e), if any, loses one point of a rmor p rotec tion; e.g ., a damaged shield p rovides just one point of AC instead of two, or c ha inma il p rovides AC 12 + Dex mod instead of AC 13 + Dex mod . This damage is c umula tive, but it c an be repa ired by an a rmorer for 20% of the a rmor or shield ’ s new c ost per c ritic a l hit in�ic ted on it. Mag ic a l p roperties c ontinue to func tion while the a rmor or shield is damaged.

Kic king Retreat: When a leuc rotta turns to �ee, it instinc tively kic ks with both rear legs as a bonus ac tion before rac ing away. The leuc rotta still p rovokes an opportunity a ttac k when it leaves a c harac ter’ s reac h.

Mimic Voic e (Ex) A leuc rotta c an mimic the voic e of a man, woman, c hild , or a domestic anima l in pa in. This is often used to lure a vic tim into a ttac k range. To mimic a voic e, the leuc rotta must make a Charisma (Dec eption) c hec k opposed by the passive Wisdom (Perc ep tion) of any listeners. Charac ters who expressly try to determine whether the sound is mimic ry c an make an ac tive Wisdom (Perc ep tion) c hec k instead .

ECOLOGYEnvironment: Tempera te or trop ic a l hills and mounta ins Organization: solita ry, pa ir, or pac k (3-12)Treasure: Standard

LEUCROTTACE Large magic a l beast Initia tive +2

DEFENSEAC 14hp: 39 (6d10 + 6)Saving Throws: Dex +4, Con +5

ACTIONSSpeed: 40 ft.Melee Attac k—Bite: +7 to hit (reac h 5 ft.; one c rea ture). Hit:

1d8 + 2 p ierc ing damage.Melee Attac k—Kic k: +7 to hit (reac h 5 ft.; one c rea ture). Hit: 1d6 + 3 b ludgeoning damage and the ta rget is knoc ked p rone.

STATISTICSStr 14 (+2), Dex 14 (+2), Con 12 (+1), Int 8 (-1), Wis 9 (-1), Cha 8 (-1) Languages: Leuc rottaSkills: Dec ep tion +8, Stea lth +3Senses: Darkvision 60 ft.

TRAITSArmor-pierc ing Bite: The bony ridges tha t a leuc rotta has for

teeth c an c hew through meta l or wood . When a leuc rotta sc ores a c ritic a l hit with its b ite a ttac k, the ta rget’ s a rmor or shield (GM’s c hoic e), if any, loses one point of a rmor p rotec tion; e.g ., a damaged shield p rovides just one point of AC instead of two, or c ha inma il p rovides AC 12 + Dex mod instead of AC 13 + Dex mod . This damage is c umula tive, but it c an be repa ired by an a rmorer for 20% of the a rmor or shield ’ s new c ost per c ritic a l hit in�ic ted on it. Mag ic a l p roperties c ontinue to func tion while the a rmor or shield is damaged.

Kic king Retreat: When a leuc rotta turns to �ee, it instinc tively kic ks with both rear legs as a bonus ac tion before rac ing away. The leuc rotta still p rovokes an opportunity a ttac k when it leaves a c harac ter’ s reac h.

Mimic Voic e (Ex) A leuc rotta c an mimic the voic e of a man, woman, c hild , or a domestic anima l in pa in. This is

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often used to lure a vic tim into a ttac k range. To mimic a voic e, the leuc rotta must make a Charisma (Dec eption) c hec k opposed by the passive Wisdom (Perc ep tion) of any listeners. Charac ters who expressly try to determine whether the sound is mimic ry c an make an ac tive Wisdom (Perc ep tion) c hec k instead .

ECOLOGYEnvironment: Tempera te or trop ic a l forests or hills Organization: solita ry, pa ir, or pac k (3d4) Treasure: Standard

Stirge: AC 13, hps 2; Blood Dra in (+5, 1d4 + 2 and 1d4 + 2 a t sta rt of stirge’s turn). See the 5th Ed ition rules for the stirges’ c omplete sta t b loc k.

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T alon

Just before Corian �nishes speaking, one of you notices that you are not the only listeners. About �fteen feet away is the largest raven you have ever seen, and its eyes glow with red �re. You jump up, frightened, as the raven �ies off into the night with a shriek. This must be Talon, the familiar of Corian’s nemesis, Vortigern. You fear that your enemies are near at hand.

There is no way the PCs can kill Talon now; he automatically gets away in the round it takes the characters to grab their weapons. He turns invisible and �ies away at full speed. Play up the fear of the impending attack which never comes and make them hear plenty of “things that go bump in the night” for the rest of the night (2–3 noises disturb the watch). Vortigern, however, remains a day behind the group and does not appear until Act III. He sent Talon ahead to scout … successfully, it seems.

The characters may be frightened into traveling at night—which is un-wise. If they do, halfway through the night they are attacked by 3 stirg-es. The stirges are completely unrelated to Vortigern and Talon and are a random encounter. The party does have this encounter if they remain in their camp through the night. Use the stirge statistics from the alternate encounter described in the Encounter Modi�cation section of the Voice in the Darkness scene, above.

Act III: Vortigern’s T rap

T he Farmhouse

You have traveled two days and nights since the attack at your camp, drawing within two days’ travel of Fairhill. Finally, you feel as though your enemies have lost your trail. You see a farmhouse off in the �elds, near the woods, and you decide to see if the farmer will let you rest in his barn for the night. As you approach the small dwelling, you notice that something is terribly wrong. The farmer—or what is left of him—lies in the front yard of the home, partially eaten and missing one arm. His wife and three small children lie in contorted positions, the smallest boy completely disemboweled. Blood covers the hay in the yard, and a chicken pecks at the corpse of a young girl lying in front of the barn.

You need to draw this map. Depict a simple farm dwelling with one door and several windows, as well as a barn, with an open front and small three-foot high wooden-fenced pen enclosing the front area. The gate in the wooden fence is open, allowing the animals out of the barn and pen. The farmer’s body lies in front of his home. His wife’s body and two of their children lie just inside the door to the farmhouse. Their young daugh-ter’s body is inside the animal pen in front of the barn.

Examination of the bodies by a character with training in Medicine skill or by any �ghter familiar with combat wounds easily determines that they were all killed with swords or axes and that the murderers were enthusiastic in their work. A successful DC 15 Intelligence (Investigation) check reveals that two of the children have dagger-like wounds that drip a strange poison. Following that up with a successful DC 15 Wisdom (Med-icine) check reveals that the poison is from some magical creature. If the Wisdom check fails, the character doesn’t recognize the poison.

Searching the House: Four pigs, 30 chickens, and a draft horse are

running loose around the farm. In the trees a few hundred feet away—in the opposite direction of Vortigern—are 3 cows. There is little of value in the house. An old short sword hanging above the �replace is in fact a +1 short sword, though it has no outward appearance of being magical. A skillfully hidden compartment in the bed can be found with a successful DC 20 Wisdom (Perception) check. It contains 22 silver and 45 copper pieces. Two lanterns and numerous other dry goods are about as well. If the party buries or consecrates the bodies, they won’t have to �ght these zombies when Vortigern springs his trap (see Ambush!, below), but there are other zombies besides these. If they wish to search or bury bodies, let them do so. As soon as they either make camp at the farm or leave the farm to make camp somewhere else, proceed to the next scene immedi-ately. Don’t let the party get set up inside the house. The encounter with Vortigern is at hand…

Ambush!All right, here it is—the grand �nale. But before we begin the �ght

itself, a little background is in order.Vor tiger n’s Plan: Vortigern orchestrated this encounter to get the

amulet from Corian. He has underestimated the party and believes he can simply take the amulet by force. Vortigern and his thugs have been following behind the characters for some time. Using Talon as a scout, Vortigern learned the party’s direction of travel. Projecting the party’s path, Talon scouted and found this farmhouse. Vortigern and his thugs came here and slaughtered the farmers, figuring that would draw Corian and his comrades to investigate—setting the perfect trap. Using scrolls of animate dead stolen from Feriblan’s library, he animated the farmer and his family as zombies and ordered them to literally “play dead” until he utters the word that commands them to rise and attack.

So far the plan has worked exactly as Vortigern envisioned. Vortigern plans to summon additional undead to surround the characters while he and his thugs hide in the nearby trees and �re missiles and spells at them. He then intends to send Talon to retrieve the amulet from Corian. In prepa-ration for this encounter, Vortigern casts mage armor on himself. See his description for more details.

GM T ipThere is a really cool picture of the farmhouse included. You

should show it to your characters as they approach. Hey, we give you this art for a reason. Use it!

Draw T his MapUse the farmhouse picture and the description here to help

you. Make sure that off to one side of the farmhouse (we sug-gest to the left, a little to the back) you place a copse of trees about 60 feet away. This is where Vortigern is hiding to set up his ambush.

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witch-�re boltray of enfeeblement

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XP 800Male human wizard (nec romanc er), level 3LE Med ium HumanoidInitia tive +1

DEFENSEAC: 11 (14 a fter c asting mage a rmor)hp: 17 (3d8 + 3), or 24 a fter c asting fa lse lifeSaving Throws: Int +5, Wis +2

ACTIONSSpeed: 30 ft.Melee Attac k—Dagger: +3 to hit (reac h 5 ft.; one c rea ture).

Hit: 3 (1d4 + 1) p ierc ing damage.Ranged Attac k—Dagger: +4 to hit (range 20 ft./ 60 ft.; one

c rea ture). Hit: 4 (1d4 + 2) p ierc ing damage.

STATISTICSStr 10 (+0), Dex 13 (+1), Con 12 (+1), Int 16 (+3), Wis 10 (+0),

Cha 12 (+1)Languages: Common, Abyssa l, Skills: Arc ana +5, Insight +2

TRAITSLife Harvest: When Vortigern kills a c rea ture with a spell (not

a c antrip ), he rega ins hps equa l to 2x the spell’ s level, or 3x the level if the spell is from the sc hool of Nec romanc y. Vortigern c an rega in hit points this way onc e per turn, but never for killing undead or c onstruc ts.

Spellc asting: Vortigern is a level 3 wiza rd whose a rc ane trad ition is nec romanc y. His a ttac k bonus with spells is +5; saving throws aga inst his spells a re DC 13. Vortigern p repa res the following spells:

Cantrips (a t will): b lade ward ing, c hill touc h, shoc king grasp1st level (x4): fa lse life, mage a rmor, ray of sic knening, witc h-�re bolt

2nd level (x2): b lindness/ dea fness, ray of enfeeb lementCombat Gear: dust of d isappearanc e, potion of c ure light

wounds, sc roll of anima te dead , sc roll of c onjure anima ls, +1 dagger

ECOLOGYEnvironment: AnyOrganization: Solita ry, but ac c ompanied by 1-2 bodyguards

and 1-10 undeadTreasure: 123 gp

Half-Orc : AC 14, hps 10; Grea taxe (+3, 1d12 + 1) or Heavy Crossbow (+2, 1d10). See the 5th Ed ition Rules for the ha lf-orc s’ c omp lete sta t b loc k. For Grenag and Slaaroc , use the ha lf-orc rac ia l baseline sta t b loc k but g ive eac h of them an extra 5 (1d8) hit points.

Skeleton: AC 11, hps 13; Longsword (+2, 1d8) or Shortbow (+4, 1d6).

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See the 5th Ed ition Rules for the skeletons’ c omplete sta t b loc k.

Adult Zombie: AC 8, hps 22; Fist (+2, 1d4 + 1).Child Zombie: AC 8, hps 14; Fist (+2, 1d4).See the 5th Ed ition Rules for the zomb ies’ c omp lete sta t b loc k. Note tha t the three zomb ies c rea ted from the c hild ren have only 14 hit points ap iec e, and their fist a ttac ks c ause only 2 (1d4) b ludgeoning damage.

Dif�cultDif�cult

Dif�cult

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blindness

ray of enfeeblement

witch-�re bolt

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T h e w i z a r d 's a m u l e t

Escape?If Talon manages to snatch the amulet, read the following:

Vortigern’s devilish familiar seizes the amulet and with a shriek �ies off, becoming invisible. Vortigern, too, ducks back into the surrounding woods, escaping from your sight. You search everywhere, but you cannot seem to locate the evil apprentice. Yet his laughter is all around you.

If the tide of battle turns against Vortigern and Talon and they have the opportunity to escape without the amulet, read the following:

Sensing defeat, Vortigern yells a command to Talon, his devilish familiar. Leaving his henchmen to �nish the battle, Talon and Vortigern disappear into thin air. You search everywhere, but you cannot seem to locate the evil apprentice. At least you have prevented Vortigern from obtaining the amulet—for the time being.

In either case, Talon uses his innate invisibility and Vortigern uses his dust of disappearance to render himself invisible. Neither stays to ha-rass the party. They immediately �ee the area. If they have the amulet, they proceed toward Fairhill, though they do not enter the village. They have abandoned their henchmen, but should the thugs manage to survive, Vortigern and Talon link up with them. Before long, Vortigern and Talon head toward Eralion’s keep with the amulet. If Vortigern and Talon were forced to �ee without the amulet, they still head toward Fairhill and wait a short while for the half-orcs to rejoin them. Proceed to the section entitled Concluding the Adventure, below.

If the party vanquishes Vortigern and Talon and his evil minions—an accomplishment well worth retelling—you should congratulate the party and read the following:

Your foes are defeated. Talon, Vortigern’s devilish familiar, writhes and smokes as he dissolves into a stinking mass of slime. The hired thugs, routed or slain, shall trouble you no more. And the foul undead conjured by Vortigern have found their �nal rest at the end of your blade. This farmhouse, previously a scene of slaughter, is now a scene of vengeance.

Concluding the AdventureFollowing the �nal encounter with Vortigern, regardless of the ending,

read the following text to your players:

Corian’s worst fear has come to pass. But now your encounter with Vortigern and his minions is over. It has become too dark to look for other lodging, so you light a �re in the �replace of the farmhouse and bar the door. You clean the blood from your blades and tend to your wounds as well as those of your comrades. You set watch, and each of you says a silent prayer to your respective gods that the spirits of your foes �nd their rest and trouble you no further this night. You eventually drift off to sleep, but your sleep is �tful—�lled with Talon’s devilish screams. You wake to the sound of rain and gray skies. The sun, even hidden behind the clouds, is a welcome sight.

If any of the party was slain in the encounter with Vortigern, remind them that Fairhill is two days away. Suggest that perhaps someone there can aid them; possibly the party could trade something or pledge their ser-vice in return for having their friend restored to life. If not, the survivors almost certainly can �nd other adventurers who will take the place of their fallen companions (so the players who lost their characters can rejoin the party with new, 1st-level characters).

Awarding ExperienceFinally, after you handle any healing and other record keeping, you

can determine experience for the night’s session. Experience point val-ues for defeating each of the monsters encountered in this adventure are included in the new 5th Edition rules; you should look up the val-ues there and hand out XPs accordingly. You can award some bonus XPs, too, based on how well the characters performed out of combat.

Fir st Watch: If the party made a good camp and were smart about their preparations, let them split 50 XP.

A Voice in the Dar kness: If the party fought and defeated both leucrottas, or if it managed to drive off the ambushing leucrottas without having to �ght its mother, award full points for defeating both of them. If you had to use an escape hatch to save the characters, cut the XP in half. If the party fought the stirges, give them the XP for three stirges instead.

The Smiling Skull: Award 50 XP to be split between the characters if they investigated the hill and �gured out was was causing the fear effect.

Cor ian’s Tale: This award is for good roleplaying. Give 25 XP to anyone who participated in the scene and who stayed in character.. If Corian told his tale well, give that player 50 XP instead.

Far mhouse: If characters examined the bodies to determine cause of death, the group earns 50 XP. If someone correctly identi�ed the poison, that’s another 25 XP. Deciding to bury and sanctify the bodies gets 25 XP per character, regardless of whether they were able to com-plete the task before they were attacked; they had the right idea, and that deserves a reward.

Ambush!: If Vortigern and the thugs were spotted among the trees, spoiling their surprise, then characters who spotted them gain 25 XP.

• Award full XP for every skeleton and zombie that was turned or defeated in combat and for each of the thugs who was defeated in combat.

• If Talon was killed, award full XP for the imp and a bonus of 100 XP for delivering an especially harsh blow to Vortigern.

• If Vortigern was killed, award full XP for defeating him.• If Vortigern �ed without the amulet, award one-half XP for defeat-

ing him.• If Vortigern escaped with the amulet, award no XP for defeating

him.• Once you’ve tallied all of that, you need to make an adjustment. If

you ran the encounter according to the Dif�cult tactics, award an extra 25% (multiply the total XP from this encounter by 1.25). If you used an escape hatch to keep the characters alive, award 20% less (multiply the total XP from this encounter by 0.8). If both conditions apply, give characters the full XP value of the encounter (in effect, you’re making both adjustments; 1.25 x 0.8 = 1).

With the dawn, Fairhill awaits two days’ march ahead. What will your characters �nd there? What will become of The Wizard’s Amulet? What secrets lay buried with Eralion?

Continuing the StoryThe story started in this adventure can be continued however you

choose. If Vortigern escaped the �nal encounter in this adventure, he can become a continuing antagonist for the party. Eralion’s lair can be placed in any keep or tower near some small out of the way village in your own campaign world. Eralion would not have set up shop in a highly visible area—he sought privacy. Place a secret door somewhere in the tower or keep that is enchanted so that only Eralion or a person who possesses the amulet can open it. You should detail a small wizard’s lair, which is now

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XP 800Male human wizard (nec romanc er), level 3LE Med ium HumanoidInitia tive +1

DEFENSEAC: 11 (14 a fter c asting mage a rmor)hp: 17 (3d8 + 3), or 24 a fter c asting fa lse lifeSaving Throws: Int +5, Wis +2

ACTIONSSpeed: 30 ft.Melee Attac k—Dagger: +3 to hit (reac h 5 ft.; one c rea ture).

Hit: 3 (1d4 + 1) p ierc ing damage.Ranged Attac k—Dagger: +4 to hit (range 20 ft./ 60 ft.; one

c rea ture). Hit: 4 (1d4 + 2) p ierc ing damage.

STATISTICSStr 10 (+0), Dex 13 (+1), Con 12 (+1), Int 16 (+3), Wis 10 (+0),

Cha 12 (+1)Languages: Common, Abyssa l, Skills: Arc ana +5, Insight +2

TRAITSLife Harvest: When Vortigern kills a c rea ture with a spell (not

a c antrip ), he rega ins hps equa l to 2x the spell’ s level, or 3x the level if the spell is from the sc hool of Nec romanc y. Vortigern c an rega in hit points this way onc e per turn, but never for killing undead or c onstruc ts.

Spellc asting: Vortigern is a level 3 wiza rd whose a rc ane trad ition is nec romanc y. His a ttac k bonus with spells is +5; saving throws aga inst his spells a re DC 13. Vortigern p repa res the following spells:

Cantrips (a t will): b lade ward ing, c hill touc h, shoc king grasp1st level (x4): fa lse life, mage a rmor, ray of sic knening, witc h-�re bolt2nd level (x2): b lindness/ dea fness, ray of enfeeb lement

Combat Gear: dust of d isappearanc e, potion of c ure light wounds, sc roll of anima te dead , sc roll of c onjure anima ls, +1 dagger

ECOLOGYEnvironment: AnyOrganization: Solita ry, but ac c ompanied by 1-2 bodyguards

and 1-10 undeadTreasure: 123 gp ,

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BANNORXP 200Male human pa lad in of Muir (Goddess of Pa lad ins), level 1 LG Med ium humanoid (human)

Initia tive +0

DEFENSEAC: 16 (sc a le ma il, shield )hp: 11HD: 1d10Saving Throws: Wis +3, Cha +4

ACTIONSSpeed: 30 ft.Melee Attac k—Longsword: +5 to hit (reac h 5 ft.; one c rea-

ture). Hit: 1d8 + 3 slashing damage.Melee Attac k—Mac e: +5 to hit (reac h 5 ft.; one c rea ture).

Hit: 1d6 + 3 b ludgeoning damage.

STATISTICSStr 17 (+3), Dex 11 (+0), Con 12 (+1), Int 10 (+0), Wis 13 (+1),

Cha 15 (+2)Pro�c ienc y Bonus: +2Languages: Common, Celestia lSkills: Athletic s +5, Persuasion +4

TRAITSDivinely Inspired Senses: By spend ing an ac tion, Bannor c an

detec t the p resenc e and loc a tion of any c elestia l, �end , or undead within 60 feet of himself. He learns the type and number of beings but not their spec i�c identities. Within tha t same d istanc e, he a lso senses the p resenc e of c on-sec ra ted or desec ra ted ob jec ts or p lac es. He c an use this ab ility three times (Cha mod i�er + 1) between long rests.

Lay On Hands: By touc hing a c rea ture and spend ing an ac -tion, Bannor c an restore lost hit points. He c an hea l up to 5 hit points between long rests. Alterna tively, he c an ex-pend a ll 5 hit points of hea ling to instead c ure the ta rget of a d isease, remove a level of exhaustion, or neutra lize a sing le poison.

Combat Gear: Sca le mail, shield , longsword, mac e, back-pack, bedroll, �int and steel, holy water, wooden holy sym-bol of Muir, 50 ft. hemp rope, sac k, 5 torches, 8 days’ tra il ra tions, waterskin, belt pouc h with 27 gp, 7 sp , and 5 cp .

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BELFINXP 200Male elf ranger, level 1 CG Med ium humanoid (elf)Initia tive +4

DEFENSEAC: 16 (studded lea ther, shield )hp: 11HD: 1d10Saving Throws: Str +5, Dex +2

STATISTICSSpeed: 30 ft.Melee Attac k—Longsword: +5 to hit (reac h 5 ft.; one c rea-

ture). Hit: 1d8 + 3 slashing damage.Melee Attac k—Shortsword: +5 to hit (reac h 5 ft.; one c rea-

ture). Hit: 1d6 + 3 slashing damage.Ranged Attac k—Longbow: +2 to hit (range 80/ 320 ft.; one

c rea ture). Hit: 1d6 p ierc ing damage.

ABILITIESStr 12 (+1), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 14 (+2),

Cha 10 (+0)Pro�c ienc y Bonus: +2Languages: Common, Elvish, Orc Skills: Anima l Hand ling +3, Athletic s +5, Insight +3

TRAITSFavored Enemy: Orc s, ha lf-orc s, and g iants. Bel�n has ad-

vantage on Insight, Investiga tion, Na ture, and Perc ep tion skill c hec ks rela ted to those three rac es.

Explorer’s Sense: Bel�n’s p ro�c ienc y bonus is doub led when he makes Intelligenc e or Wisdom c hec ks rela ted to forest terra in and using a skill he’s tra ined in. He c annot bec ome lost in forest terra in, and d if�c ult forest terra in doesn’ t re-

duc e his group ’s long-d istanc e travel speed .Combat Gear: Studded lea ther a rmor, longsword , shorts-

word , longbow, 20 a rrows, bac kpac k, bedroll, �int and steel, 50 ft. hemp rope, sac k, 8 days’ tra il ra tions, wa ter-skin, belt pouc h c onta ining 8 gp and 8 sp .

CEDRICXP 200Male ha lf-elf d ruid , level 1 N Med ium humanoid (ha lf-elf)Initia tive +0

DEFENSEAC: 15 (lea ther a rmor, wooden shield )hp: 9HD: 1d8Saving Throws: Int +2, Wis +5; advantage on saving throws

vs. c harmImmunity: Cannot be put to sleep by magic

STATISTICSSpeed: 30 ft.Melee Attac k—+1 Sc imitar: +5 to hit (reac h 5 ft.; one c rea-

ture). Hit: 1d8 + 3 slashing damage.

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Ranged Attac k—Sling: +2 to hit (range 80/ 320 ft.; one c rea ture). Hit: 1d6 p ierc ing damage.

STATISTICSStr 12 (+1), Dex 15 (+2), Con 12 (+1), Int 10 (+0), Wis 17 (+3),

Cha 12 (+1)Pro�c ienc y Bonus: +2Languages: Common, Druid ic , Elvish, Gob linSkills: Med ic ine +5, Surviva l +5Senses: Darkvision 60 ft.

TRAITSSpellc asting: Cedric is a level 1 d ruid . His a ttac k bonus with

spells is +5; saving throws aga inst his spells a re DC 13. Ce-d ric c an c ast c antrips a t will, and c an c ast two 1st-level spells per day, from the following lists:

Cantrips: d ruid ’ s c ra ft, mend ing 1st Level: anima l-friendship , c ure wounds, fog c loud , goodberry

Combat Gear: Lea ther a rmor, +1 sc imita r, sling , 20 bullets, 10 silver bullets, herba lism kit, sp rig of mistletoe (substitutes for spell c omponents), bac kpac k, bed roll, 8 days’ tra il ra tions, wa terskin, belt pouc h with 13 gp and 5 sp .

CORIANXP 200Male human sorc erer, level 1 CG Med ium humanoid (human)Initia tive +1

DEFENSEAC: 14 (no a rmor, d rac onic toughness)hp: 8HD: 1d6Saving Throws: Con +3, Cha +5

STATISTICSSpeed: 30 ft.Melee Attac k—Dagger: +3 to hit (reac h 5 ft.; one c rea ture).

Hit: 1d4 + 1 p ierc ing damage.Ranged Attac k—Light Crossbow: +3 to hit (range 80/ 320 ft.;

one c rea ture). Hit: 1d8 + 1 p ierc ing damage.

ABILITIESStr 10 (+0), Dex 13 (+1), Con 13 (+1), Int 14 (+2), Wis 12 (+1),

Cha 17 (+3)Pro�c ienc y Bonus: +2Languages: Common, Drac onic , ElvenSkills: Arc ana +4, Persuasion +5

TRAITSDragon Blood: Corian’s p ro�c ienc y bonus is doub led when-

ever he makes a Charisma c hec k while interac ting with d ragons.

Spellc asting: Corian is a level 1 sorc erer with the b lood line of c opper d ragons. His a ttac k bonus with spells is +5; saving throws aga inst his spells a re DC 13. Corian c an c ast c an-trips a t will, and c an c ast two 1st-level spells per day, from the fo llowing lists:

Cantrips: ac id sp lash, light, mage hand , ray of frost1st Level: burning hands, magic missile

Combat Gear: Dagger, light c rossbow (“ Betsy” ), 20 bolts, Era lion’s amulet (used as spellc asting foc us), �ask of ac id , bac kpac k, bed roll, map c ase, �int and steel, via l of ink, inkpen, 5 sheets of pa rc hment, 8 days’ tra il ra tions, wa ter-skin, sac k, 5 torc hes, belt pouc h with 12 gp , 6 sp , and 5 c p .

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DREBBXP 200Male dwarf �ghter , level 1 NG Med ium humanoid (mounta in dwarf)Initia tive +1

DEFENSEAC: 17 (sc a le ma il, shield )hp: 13HD: 1d10Saving Throws: Str +6, Con +5

ACTIONSSpeed: 25 ft.Melee Attac k—Battleaxe: +6 to hit (reac h 5 ft.; one c rea-

ture). Hit: 1d8 + 6 slashing damage.Melee Attac k—Heavy Crossbow: +3 to hit (range 100/ 400 ft.;

one c rea ture). Hit: 1d10 + 1 p ierc ing damage.

STATISTICSStr 18 (+4), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 10 (+0),

Cha 6 (-2)Pro�c ienc y Bonus: +2Languages: Common, Dwarvish, Orc Skills: Athletic s +6, History +2Senses: Darkvision 60 ft.

TRAITSResilient: Drebb has advantage on saving throws vs. poison

and resistanc e to damage from poison.Mason: Drebb has p ro�c ienc y with mason’s tools.Stonec unning: Drebbs adds doub le his p ro�c ienc y bonus

when making Intelligenc e (History) c hec ks involving stone-work.

Gather Strength: On his turn, Drebb c an use a bonus ac tion to rega in 1d10 + 1 hit points. He c an do this onc e between long or short rests.

Combat Gear: Sc a le ma il, shield , ba ttleaxe, heavy c ross-bow, 15 bolts, bac kpac k, bed roll, 8 days’ tra il ra tions, wa-terskin, belt pouc h with 5 gp and 4 sp .

DRINNINXP 200Male human monk , level 1 LG Med ium humanoid (human) Initia tive +2

DEFENSEAC: 13 (no a rmor)hp: 9HD: 1d8Saving Throws: Str +6, Dex +4

ACTIONSSpeed: 30 ft.Melee Attac k—Quarterstaff: +6 to hit (reac h 5 ft.; one c rea-

ture). Hit: 1d6 + 4 b ludgeoning damage, or 1d8 + 4 b lud -geoning damage if w ielded with two hands.

Melee Attac k—Unarmed Strike: +6 to hit (reac h 5 ft.; one c rea ture). Hit: 1d6 + 4 b ludgeoning damage.

Melee Attac k—Dagger: +6 to hit (reac h 5 ft.; one c rea ture).

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Hit: 1d6 + 3 p ierc ing damage.Ranged Attac k—Dagger: +4 to hit (range 20/ 60 ft.; one

c rea ture). Hit: 1d6 + 2 p ierc ing damage.

STATISTICSStr 18 (+4), Dex 14 (+2), Con 13 (+1), Int 10 (+0), Wis 13 (+1),

Cha 9 (-1)Pro�c ienc y Bonus: +2Languages: Common, GiantSkills: Insight +3, Stea lth +4

TRAITSMartia l Artist: Drinnin’ s unarmed strikes and weapon a ttac ks

c ause a minimum of 1d6 damage. When he uses an At-tac k ac tion to a ttac k with an unarmed strike or a monk weapon, Drinnin c an make a bonus una rmed strike. Clubs, daggers, handaxes, light hammers, mac es, qua rtersta ffs, shortswords, sic kles, and spears a re monk weapons.

Combat Gear: Quartersta ff, 2 daggers, bac kpac k, bedroll, 8 days’ tra il ra tions, waterskin, belt pouc h with 9 gp and 9 sp .

FARKLE HURPXP 200Male gnome �ghter, level 1 NG Small humanoid (forest gnome)Initia tive +1

DEFENSEAC: 14 (c ha in ma il)hp: 14HD: 1d10Saving Throws: Str +4, Con +6; Fa rkle has advantage on Int,

Wis, and Cha saving throws vs. magic .

ACTIONSSpeed: 25 ft.Melee Attac k—Warhammer: +4 to hit (reac h 5 ft.; one c rea-

ture). Hit: 1d10 + 2 b ludgeoning damage, or 1d8 + 2 b lud-geoning damage if w ielded with one hand .

Melee Attac k—Dagger: +4 to hit (reac h 5 ft.; one c rea ture). Hit: 1d4 + 2 p ierc ing damage.

Ranged Attac k—Light Crossbow: +3 to hit (range 80/ 320 ft.; one c rea ture). Hit: 1d8 p ierc ing damage.

STATISTICSStr 14 (+2), Dex 12 (+1), Con 18 (+4), Int 10 (+0), Wis 9 (-1),

Cha 11 (+0)Pro�c ienc y Bonus: +2Languages: Common, Gnome Skills: Perc ep tion +1, Surviva l +1Senses: Darkvision 60 ft.

TRAITSMinor Illusionist: Farkle c an c ast minor illusions a t will, using

Int as his c asting ab ility.Speak to Small Creatures: Fa rkle c an c ommunic a te simp le

ideas with beasts of size Sma ll or sma ller, by using gestures and sounds.

Two-Handed Weapon Fighter: If Farkle rolls a 1 or 2 on a damage d ie when he is using a melee weapon two-hand-ed , he c an reroll tha t d ie. He must use the sec ond result.

Gather Strength: On his turn, Fa rkle c an use a bonus ac tion to rega in 1d10 + 4 hit points. He c an do this onc e between long or short rests.

Combat Gear: Cha in ma il, warhammer, dagger, light c ross-bow, 20 c rossbow bolts, bac kpac k, bed roll, 8 days’ tra il ra tions, wa terskin, belt pouc h with 14 gp and 9 sp .

Bard’s Gate

FLARIANXP 200Male elf ba rd , level 1 CG Med ium humanoid (wood elf)

Page 22: The Wizards Amulet 5E

Initia tive +3

DEFENSEAC: 14 (lea ther a rmor)hp: 9HD: 1d8Saving Throws: Dex +5, Cha +5; Fla rian has advantage on

saving throws vs. being c harmed , and he c an’ t be put to sleep magic a lly.

ACTIONSSpeed: 35 ft.Melee Attac k—Rapier: +5 to hit (reac h 5 ft.; one c rea ture).

Hit: 1d8 + 3 p ierc ing damage.Melee Attac k—Dagger: +5 to hit (reac h 5 ft.; one c rea ture).

Hit: 1d4 + 3 p ierc ing damage.Ranged Attac k—Shortbow: +2 to hit (range 80/ 320 ft.; one

c rea ture). Hit: 1d6 p ierc ing damage.

STATISTICSStr 12 (+1), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 8 (-1),

Cha 16 (+3)Pro�c ienc y Bonus: +2Languages: Common, Elvish, Gob lin Skills: Perception +1, Performance +5, Persuasion +5, Stea lth +5Senses: Darkvision 60 ft.

TRAITSSleepless: When taking a long rest, Fla rian enters a tranc e-

like, med ita tive sta te for four hours instead of sleep ing for eight hours.

Wilderness Mask: Fla rian c an a ttempt to hide when lightly obsc ured by na tura l surround ings (not by struc tures, furni-ture, or other trapp ings of c iviliza tion).

Spellc asting: Fla rian is a level 1 ba rd . His a ttac k bonus with spells is +5; saving throws aga inst his spells a re DC 13. Fla r-ian c an c ast c antrips a t will, and c an c ast two 1st-level spells per day, from the following lists:

Cantrips: b lade-ward ing, p restid ig ita tion1st Level: c harm person, detec t magic , sleep , hideous laughter

Bard’s Cheer: Through song and poetry, Fla rian c an insp ire one c rea ture (not himself) who is within 60 feet of Fla rian

and who c an hear the bard . Tha t ta rget ga ins 1d6 tha t c an be rolled and added to one saving throw, a ttac k roll, or ab ility c hec k tha t it makes in the next 10 minutes. The ta r-get dec ides whether to add the bonus d ie a fter seeing the result of the initia l d20 roll. Fla rian c an use this ab ility three times between long rests, but no c rea ture c an have more than one bonus d ie a t a time.

Combat Gear: Lea ther a rmor, rap ier, dagger, shortbow, 20 a rrows, ha rp , �ute, pennywhistle, 50 ft. silk rope, bac kpac k, bed roll, 8 days’ tra il ra tions, wa terskin, spell c omponent pouc h, belt pouc h with 17 gp and 9 sp .

GALDARXP 200Male human c leric of Vanitthu (god of the Stead fast

Guard), level 1 LN Med ium humanoid (human)Initia tive +1

DEFENSEAC: 13 (hide a rmor)hp: 9HD: 1d8Saving Throws: Wis +5, Cha +3

ACTIONSSpeed: 30 ft.Melee Attac k—Spear: +4 to hit (reac h 5 ft.; one c rea ture).

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Hit: 1d8 + 2 p ierc ing damage, or 1d6 + 2 p ierc ing damage if wielded one-handed .

Ranged Attac k—Heavy Crossbow: +3 to hit (range 100/ 400 ft.; one c rea ture). Hit: 1d10 + 1 p ierc ing damage.

STATISTICSStr 14 (+2), Dex 12 (+1), Con 13 (+1), Int 12 (+1), Wis 16 (+3),

Cha 13 (+1)Pro�c ienc y Bonus: +2Languages: Common, Celestia l Skills: Med ic ine +5, Persuasion +3

TRAITSSpellc asting: Ga ldar is a level 1 c leric . His domain is war, and

his a ttac k bonus with spells is +5; saving throws aga inst his spells a re DC 13. Ga ldar c an c ast c antrips a t will, and c an c ast two 1st-level spells per day, from the following lists:

Cantrips: light, spa re from dying, thaumaturgy1st Level: b less, c ure wounds, guidanc e bolt, p rotec tion from evil, shield of fa ith

War Domain: Up to three times between long rests, Ga lda r c an make one extra weapon a ttac k as a bonus ac tion a fter using an Attac k ac tion.

Combat Gear: Hide a rmor, spear, heavy c rossbow, 20 bolts, bac kpac k, �int and steel, hooded lantern, 5 �asks of oil, sac k, silver holy symbol of Vanitthu, spell c omponent pouc h, 8 days’ tra il ra tions, wa terskin, belt pouc h with 19 gp and 4 sp .

HELMANXP 200Male ha l�ing rogue, level 1 CG Small humanoid (lightfoot ha l�ing)Initia tive +0

DEFENSEAC: 16 (studded lea ther)hp: 7HD: 1d6Saving Throws: Dex +6, Int +3; Helman has advantage on

saving throws vs. fear.

ACTIONSSpeed: 25 ft.Melee Attac k—Shortsword: +6 to hit (reac h 5 ft.; one c rea-

ture). Hit: 1d6 + 4 p ierc ing damage.Melee Attac k—Dagger: +6 to hit (reac h 5 ft.; one c rea ture).

Hit: 1d4 + 4 p ierc ing damage.Ranged Attac k—Dagger: +6 to hit (range 20/ 60 ft.; one

c rea ture). Hit: 1d4 + 4 p ierc ing damage.

STATISTICSStr 11 (+0), Dex 18 (+4), Con 12 (+1), Int 13 (+1), Wis 10 (+0),

Cha 14 (+2)Pro�c ienc y Bonus: +2Languages: Common, Elvish, Ha l�ing, thieves’ c antSkills: Ac roba tic s +6, Dec eption +4, Sleight of Hand +6,

Stea lth +6

TRAITSLuc ky as a Hal�ing: Helman c an reroll any 1s tha t he ro lls on

ab ility c hec ks, a ttac k rolls, or saving throws.Nimble as a Hal�ing: Helman c an move through the spac e

of c rea tures tha t a re Med ium size or la rger.Sneaky as a Hal�ing: Helman c an use a c rea ture of size

Med ium or la rger as an obsc urement when a ttempting to hide.

Master of Fingers: Helman’s p ro�c ienc y bonus is doub led when he makes a skill c hec k involving Sleight of Hand or the use of thieves’ tools.

Sneak Attac k: When one of Helman’s a llies is within 5 feet of the c rea ture Helman is a ttac king or when Helman has advantage on an a ttac k roll, his a ttac k dea ls an extra 1d6 damage. Helman c an in�ic t this bonus damage onc e per round .

Combat Gear: Studded lea ther a rmor, short sword , dagger x4, bac kpac k, bed roll, thieves’ tools, 8 days’ tra il ra tions, wa terskin, belt pouc h with 11 gp and 9 sp .

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KRELXP 200Male ha lf-orc ba rba rian, level 1 N Med ium humanoid (ha lf-orc )Initia tive +1

DEFENSEAC: 14 (no a rmor)hp: 15HD: 1d12Saving Throws: Str +6, Con +5

ACTIONSSpeed: 30 ft.Melee Attac k—Greatsword: +6 to hit (reac h 5 ft.; one c rea-

ture). Hit: 2d6 + 4 slashing damage.

Melee Attac k—Greatc lub: +6 to hit (reac h 5 ft.; one c rea ture). Hit: 1d8 + 4 b ludgeoning damage.

STATISTICSStr 18 (+4), Dex 13 (+1), Con 17 (+3), Int 7 (-2), Wis 10 (+0),

Cha 8 (-1)Pro�c ienc y Bonus: +2Languages: Common, Orc Skills: Athletic s +6, Intimida tion +1, Surviva l +2Senses: Darkvision 60 ft.

TRAITSBerserker Rage: Krel c an enter a berserk rage on his turn, as

a bonus ac tion. When rag ing, he has advantage on Str c hec ks and saving throws, does an extra 2 points of dam-age with melee a ttac ks, and takes only ha lf damage from slashing, p ierc ing , and b ludgeoning a ttac ks. The berserk rage ends when Krel is knoc ked unc onsc ious, when a full round passes in whic h he neither a ttac ks an enemy nor takes damage, when he c hooses to end it, or a fter 1 min-ute, whic hever c omes �rst. He c an enter a berserker rage twic e between long rests.

Hard to Kill: When Krel is reduc ed to 0 hit points without be-ing killed outright, he is reduc ed to 1 hit point instead . He c an use this ab ility onc e between long rests. Alson, when not wearing a rmor (with or without a shield ), he c an add both his Dex and Con bonuses to his AC.

Savage Critic a l: When Krel sc ores a c ritic a l hit w ith a melee weapon, he ga ins one bonus damage d ie beyond wha t’ s usua lly a llowed in a c ritic a l hit.

Combat Gear: Hide a rmor, g rea tsword , g rea tc lub , bac k-pac k, bed roll, 8 days’ tra il ra tions, wa terskin, belt pouc h with 26 gp and 8 sp .

MARRENXP 200Female human wizard , level 1 NG Med ium humanoid (human)Initia tive +0

DEFENSEAC: 12 (no a rmor) or 15 (mage a rmor)hp: 8HD: 1d6Saving Throws: Int +6, Wis +3

ACTIONSSpeed: 30 ft.

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Melee Attac k—Dagger: +4 to hit (reac h 5 ft.; one c rea ture). Hit: 1d4 + 2 p ierc ing damage.

Ranged Attac k—Light Crossbow: +4 to hit (range 80/ 320 ft.; one c rea ture). Hit: 1d8 + 2 p ierc ing damage.

STATISTICSStr 8 (-1), Dex 14 (+2), Con 14 (+2), Int 18 (+4), Wis 12 (+1),

Cha 10 (+0)Pro�c ienc y Bonus: +2Languages: Common, Drac onic , Elvish, Gob lin, SylvanSkills: Arc ana +6, Investiga tion +6

TRAITSSpellc asting: Marren is a level 1 wizard . Her a ttac k bonus

with spells is +6; saving throws aga inst his spells a re DC 14. Marren c an c ast c antrips a t will, and c an c ast two 1st-lev-el spells per day, from the following lists:

Cantrips: �rebolt, light, mage hand1st Level: burning hands, detec t magic *, �nd familia r*, mage a rmor, magic missile, sleep

Ritual Spellc asting: Marren c an c ast detec t magic d irec tly from her spellbook as a ritua l. Casting time bec omes 10 minutes, but the spell doesn’ t need to be p repa red and it doesn’ t c ount aga inst her a llotment of da ily spells.

Spell Rec overy: Onc e per day, a fter c asting a t least one p repared spell, Marren c an rec over the ab ility to c ast one 1st-level spell by taking a short rest.

Familiar: Marren has a raven familia r named Poe. It fo llows a ll the norma l rules for familia rs and has the sta tistic s listed below.

Combat Gear: Dagger, light c rossbow, 10 bolts, bac kpac k, bed roll, 5 c and les, sc roll c ase, ink via l, inkpen, 10 sheets of pa rc hment, spellbook, spell c omponent pouc h, 5 days’ tra il ra tions, wa terskin, belt pouc h, 5 gp , 2 sp .

Una ligned Tiny beast (raven)Initia tive +0

DEFENSEAC: 12

hp: 1

ACTIONSSpeed: 50 ft. �ying, 10 ft. wa lkingMelee Attac k—Beak: +2 to hit (reac h 5 ft.; one c rea ture).

Hit: 1 p ierc ing damage.

STATISTICSStr 2 (-4), Dex 14 (+2), Con 8 (-1), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)Languages: noneSkills: Perc ep tion +3

TRAITSImitation: Poe c an repeat simple sounds. A c reature hearing

the sounds must make a succ essful DC 10 Wisdom (Insight) c heck to rea lize they are imita tions instead of the rea l thing.

PHELPSXP 200Male human rogue, level 1 CN Med ium humanoid (human)Initia tive +3

DEFENSEAC: 14 (lea ther a rmor)

Page 26: The Wizards Amulet 5E

hp: 7HD: 1d6Saving Throws: Dex +5, Int +4

ACTIONSSpeed: 30 ft.Melee Attac k—Rapier: +5 to hit (reac h 5 ft.; one c rea ture).

Hit: 1d8 + 3 p ierc ing damage.Melee Attac k—Dagger: +5 to hit (reac h 5 ft.; one c rea ture).

Hit: 1d4 + 3 p ierc ing damage.Ranged Attac k—Sling: +5 to hit (range 30/ 120 ft.; one

c rea ture). Hit: 1d4 b ludgeoning damage.

STATISTICSStr 10 (+0), Dex 16 (+3), Con 13 (+1), Int 14 (+2), Wis 14 (+2),

Cha 12 (+1)Pro�c ienc y Bonus: +2Languages: Common, Ha l�ing, thieves’ c antSkills: Ac roba tic s +5, Athletic s +2, Perc ep tion +5, Stea lth +5

TRAITSSec ond-story Skills: Phelps’ s p ro�c ienc y bonus is doub led

when he makes a skill c hec k involving Ac roba tic s or Stea lth.

Sneak Attac k: When one of Phelps’ s a llies is within 5 feet of the c rea ture Phelps is a ttac king or when Phelps has ad-vantage on an a ttac k roll, his a ttac k dea ls an extra 1d6 damage. Phelps c an in�ic t this bonus damage onc e per round .

Combat Gear: Lea ther a rmor, rap ier, sling , 20 bullets, ac id , a lc hemist’ s �re, bac kpac k, bedroll, �int and steel, 50 ft. silk rope, g rapp ling hook, hammer, 6 p itons, sac k, thieves’ tools, 8 days’ tra il ra tions, wa terskin, belt pouc h with 18 gp and 5 sp .

WARRIDXP 200Female gnome wiza rd , level 1 CG Small humanoid (forest gnome)Initia tive +1

DEFENSEAC: 11 (no a rmor) or 14 (mage a rmor)hp: 8HD: 1d6Saving Throws: Int +5, Wis +3; Warrid has advantage on Int,

Wis, and Cha saving throws vs. magic .

ACTIONSSpeed: 25 ft.Melee Attac k—Quarterstaff: +2 to hit (reac h 5 ft.; one c rea-

ture). Hit: 1d10 b ludgeoning damage, or 1d8 b ludgeoning damage if used one-handed .

Melee Attac k—Dagger: +3 to hit (reac h 5 ft.; one c rea ture). Hit: 1d4 + 1 p ierc ing damage.

STATISTICSStr 10 (+0), Dex 13 (+1), Con 15 (+2), Int 16 (+3), Wis 12 (+1),

Cha 12 (+1)Pro�c ienc y Bonus: +2Languages: Common, GnomishSkills: Arc ana +5, Insight +3Senses: Darkvision 60 ft.

TRAITSSpellc asting: Warrid is a level 1 wiza rd . Her a ttac k bonus

with spells is +5; saving throws aga inst her spells a re DC 13. Warrid c an c ast c antrips a t will, and c an c ast two 1st-level spells per day, from the following lists:

Cantrips: danc ing lights, mage a rmor, minor illusions, p restid ig ita tion1st Level: c olor sp ray, silent image

Spell Rec overy: Onc e per day, a fter c asting a t least one p repared spell, Warrid c an rec over the ab ility to c ast one 1st-level spell by taking a short rest.

Communic ate with Forest Creatures: Warrid c an c ommuni-c a te simp le ideas with beasts of size Small or sma ller, by using gestures and sounds.

Combat Gear: Quartersta ff, dagger, a lc hemist’ s �re, bac k-pac k, bed roll, ink, inkpen, mirror (sma ll, steel), 10 sheets pa rc hment, 5 days’ tra il ra tions, spell c omponent pouc h, spellbook, wa terskin, belt pouc h, 9 gp , 9 sp

Page 27: The Wizards Amulet 5E

Tome of Horrors Complete

System Reference Document

Path�nder RPG Core Rulebook

The Book of Experimental Might

Tome of Horrors

The Wizard’s Amulet

Page 28: The Wizards Amulet 5E

Corian’s Supplemental Information

You have chosen to play the character of Corian, the Sorcerer. You are the motivating force behind the formation of the party. For that reason, you have additional background information. Read the following infor-mation so that you will be better able to play your character. It is up to you whether or not to reveal this information, and if so whether you reveal all or only some of the information contained here.

Initially, if the other characters press you for information, rebuff them by saying “We are not yet far enough from Reme,” or “There are still too many ears that may hear us.” Be cryptic. At a speci�c time later in the ad-venture, you will be prompted by the GM to reveal your story. Again, even when that time comes, it is up to you how much to reveal and whether or not to tell the truth. You should begin to think now about what you will tell the group later so that you will be prepared.

Your Background: During the �nal days under your uncle’s tutelage, you and your master traveled to the library of Feriblan the Mad in the city of Reme. You were not pleased to visit Feriblan, for while there you are always forced to have contact with Vortigern, Feriblan’s apprentice, and his loathsome raven familiar—Talon. Luckily for you, this particular visit you managed to avoid Vortigern. While perusing mundane documents in an outer sitting room as your uncle and Feriblan studied ancient scrolls, you nervously �ddled with a clasp on the back of a small reading stand.

To your surprise, a secret compartment opened which contained a small, bound piece of parchment and an item wrapped in a silk cloth. Checking to see that your actions were unobserved, You managed to slip the amulet and parchment into the folds of your robe. The parchment proved to be a letter from a person—apparently a wizard—named Eralion. It appears that Eralion left this letter for Feriblan on his last to visit to Reme before some “ritual” that he spoke of in the letter. The letter apparently also refers to the amulet you found with the letter. A copy of the letter from Eralion can be found at the end of this section. You should read that letter now.

Intrigued by the letter, you returned to visit Feriblan some months later, once you were freed from servitude to your uncle. Figuring the old mage was addle-brained you took the risk of asking him direct questions about Eralion. You learned that Eralion was nowhere near powerful enough to make the transition into a lich. “Eralion! A lich?!” the old wizard ex-claimed. “He was no apprentice, my son, but neither was he a mage with the mastery of the eldritch powers necessary for such a dangerous un-dertaking! If you have heard such rumors, boy, I shall put them to rest. The magics required for such a transition were far beyond his grasp.” Once on the topic of his old friend, Feriblan spoke at length—though in a disjointed fashion. He told you about Eralion’s keep, which was locat-ed to the east of Reme some six days travel, near the village of Fairhill. Feriblan made reference to a staff that Eralion possessed which apparently had magical powers. He also mentioned that Eralion had never returned several valuable magical tracts and spell books. You left the old wizard determined to �nd this tower and the items it contained—for if Eralion was not a lich, the items should be there for the taking!

Readying yourself with the necessary equipment for travel to Fairhill, you visited a local tavern—the Starving Stirge. There you posted a no-tice seeking the aid of able-bodied adventurers willing to join with you

in seeking out a wizard’s tower. Promising an equal division of all gold recovered, you soon gathered a group of comrades-at-arms eager for ad-venture and glory. Quite unlooked for, you were also joined by Galdar, a Cleric of St. Cuthbert, who was told in a vision from his deity to seek you out and to follow wherever the amulet led. The god of retribution and justice, it seems, has business with Eralion.

You have been reluctant to give the full story to your new friends, not for lack of trust in them but rather because you have on more than one occasion seen Talon, the raven familiar of Vortigern, peering into your chamber door. Nevermore will you believe your theft of the amulet and letter went unseen by the wicked bird, and you don’t wish to risk further discovery while still in Reme. Who knows what spells Feriblan or Vor-tigern might have at their disposal to read your thoughts or hear your words? You promised your new friends that you would reveal more to them once you had left Reme. So you and your companions set out from Reme some four days ago, with light hearts and heavy packs—only you harboring the nagging fear that Vortigern and his loathsome bird would somehow know of your goal: Eralion’s keep and its unguarded treasure.

Eralion’s LetterMy Dear Feriblan—I must confess to you—my closest friend—that I was not entirely truth-

ful with you at our last meeting. I feel compelled now to tell you of it, as this may be the last time I write with mortal hands. Do you recall our discussion some months past regarding liches and how users of the arcane arts might achieve that particular state? I must admit to you that the topic for me was not entirely scholarly, as I led you to believe. And for that I am sorry.

I know that you, my friend, have gazed into darkness in the name of knowledge. That is why I sought your learned counsel. For I too have gazed into darkness. And like you, I found knowledge—knowledge beyond imagining. From the demon-lord Orcus himself I have wrested the secret to lichdom, and I plan to move beyond scholarly talk and bring myself immortality. Imagine it, my friend! An eternity to study the arts, to master arcane power!

As I pen these words I have arrayed before me unguents and phials, instruments and tomes, all necessary for my transformation, save only one—an arcane phylactery of elaborate design. The ingredients for that item will bring me once again to your city. By the time you read this letter, I shall have retrieved the necessary items and shall be on my way back to my keep.

Yet, as I begin to prepare my mind for my wondrous fate, my thoughts turn to you, my oldest friend. Accompanying this missive there is a small silk pouch. In that pouch is an amulet—an amulet I have created for you. I know of your thirst for knowledge. With this amulet, you will have access to my keep where I shall reside in immortality. If you wish to learn that which I have learned, you may visit me.

Long have others of our kind called you “mad.” Perhaps it is I whom they will now call mad. But I do not care for their appellations. Let them say what they will. I have won something far greater than words—I have won immortality, and with it, power. I shall share that knowledge with you, my friend. Visit me soon. Gaze into the darkness again.

— Eralion

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