TEXT: GEN CON 2010
  Celebrity Game Event
  
  Page 1 
  Introduction 
  Kill the Messengers is a 1-hour DUNGEONS & DRAGONS® 
  encounter intended for 4–6 characters of 2nd level. It 
  serves as an entertaining dénouement to “The Twisting 
  Halls,” an adventure in the DUNGEONS & DRAGONS 
  Fantasy Roleplaying Game box, but feel free to plunder it 
  for your home campaign! 
   This is the encounter written for the Celebrity D&D 
  Game event at Gen Con 2010, featuring R.A. Salvatore 
  (creator of Drizzt Do’Urden), Ed Greenwood (creator of 
  the FORGOTTEN REALMS® world), and Larry Elmore 
  (fantasy illustrator extraordinaire) as players. 
   In addition to the actual encounter, this booklet 
  includes four pregenerated characters created using 
  the rules and guidelines in the DUNGEONS & DRAGONS 
  Fantasy Roleplaying Game: a human cleric, a dwarf 
  fighter, a halfling rogue, and an elf wizard. Permission 
  is granted to photocopy these character sheets for 
  home game use only. 
  The Red Box 
  If you’re new to the DUNGEONS & DRAGONS game or 
  played the game years ago but stopped for whatever 
  reason, the DUNGEONS & DRAGONS Fantasy Roleplaying 
  Game (affectionately known as “the Red Box”) is for 
  you. An updated version of the Red Box hits store 
  shelves in September 2010. It’s designed to appeal to 
  new players as well as lapsed players who remember 
  fondly the original 1980 Red Box and who might be 
  thinking about starting up a game with their kids or a 
  group of friends. 
   Intended for players ages 12 and up, the new 
  DUNGEONS & DRAGONS Fantasy Roleplaying Game was 
  modeled after the original Red Box and includes the 
  following components: 
   
  ✦ A set of polyhedral dice 
   
  ✦ 4 blank character sheets (which can be 
  photocopied for home game use) 
   
  ✦ A 32-page Player’s Book containing an introductory 
  solo-play adventure. 
   
  ✦ A 64-page Dungeon Master’s Book containing a 
  group adventure for 1st-level characters, as well as 
  basic rules for advancing characters to 2nd level, 
  combat rules, encounter design guidelines, and 
  monster statistics. 
   
  ✦ A foldout full-color battle map 
   
  ✦ Die-cut character tokens, monster tokens, power 
  cards, and magic item cards 
   
  Using This Encounter 
  The easiest way to use this encounter is to attach it to 
  the end of “The Twisting Halls.” In that adventure, the 
  heroes fight their way into a goblin lair to retrieve a box 
  belonging to a dwarf merchant named Traevus. An evil 
  necromancer named Malareth stole the box in order to 
  get at the human skull locked inside. The skull is a 
  focus for necromantic rituals. More likely than not, the 
  heroes will slay Malareth in the course of completing 
  their quest. Assuming they survive, all that remains is 
  for them to deliver the box and its contents safely to 
  Traevus. 
   Kill the Messengers takes place as the heroes leave the 
  Twisting Halls dungeon. It assumes they have advanced 
  to 2nd level and have Traevus’s box in their custody. 
  During the celebrity game, D&D® miniatures were 
  used to represent heroes and monsters because they’re 
  easier for spectators to see, but feel free to substitute 
  hero and monster tokens from the Red Box as needed 
  for your home game. 
  Encounter Synopsis 
  Though haughty and ambitious, Malareth is merely the 
  puppet or underling of a greater evil lurking in the 
  Nentir Vale. The exact nature of this evil isn’t revealed 
  here, although Orcus (the demon prince of the undead) 
  might be involved. 
   Malareth’s assignment was to acquire the skull. After 
  stealing the merchant’s box, he needed to verify that its 
  contents were genuine. He opened the box and began 
  studying the skull. Meanwhile, messengers were sent to 
  fetch the skull and dispose of Malareth. Apparently the 
  necromancer had outlived his usefulness! Either that, 
  or his vile master just doesn’t like loose ends. 
   The dark messengers arrive just as the heroes are 
  leaving the goblin lair. The ground outside the lair is 
  littered with goblin carcasses (the heroes’ handiwork), 
  so the adventurers aren’t likely to convince the dark 
  messengers that they’re anything other than unwanted 
  troublemakers who should be destroyed. 
   The leader of the dark messengers is one of 
  Malareth’s peers and rivals, a cruel and ambitious 
  necromancer named Nynga Murdergrave. A wererat 
  bodyguard named Klyde accompanies Nynga, as well 
  as several animated orc skeletons and the undead 
  remains of a Nerathi cavalier killed in battle long ago—
  all in all, a wretched lot. 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, all other Wizards of the Coast 
  product names, and their respective logos are trademarks of Wizards of the Coast 
  LLC in the U.S.A. and other countries. This material is protected under the 
  copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast. ©2010 Wizards 
  of the Coast LLC. 
   
  Visit our website at DungeonsandDragons.com 
  
  Page 2 
  Kill the Messengers 
  Encounter Level 3 (755 XP) 
  Setup 
  Nynga Murdergrave, tiefling necromancer (N) 
  Klyde, wererat (K) 
  1 skeletal rider (R) 
  5 decrepit orc skeletons (S) 
   
  This encounter uses the “Monster Lair” portion of the 
  foldout battle map in the DUNGEONS & DRAGONS Fantasy 
  Roleplaying Game box. Fold the map so that only the 
  relevant area is showing. 
   The encounter is higher than the adventurers’ level 
  because it’s meant to be challenging. If the heroes are 
  down healing surges or daily powers, you can hold the 
  skeletal rider in reserve and put it in play only if they’re 
  having too easy a time. 
   
  Read the following to begin the encounter: 
  You were sent on a quest by a dwarf merchant named Traevus 
  to retrieve some stolen property of his—a strongbox taken by 
  goblin marauders. You tracked the goblins to their cave and 
  slaughtered every last one of them, but deep within their lair 
  you found a secret dungeon complex. Therein you fought an 
  evil necromancer and recovered the merchant’s box, inside 
  which was a human skull. 
   As you leave the goblins’ lair, you hear the distant peal of 
  thunder and the fall of heavy rain. 
   
  Ask the players to decide which of their characters is 
  carrying the box, the skull, or both. Then have them 
  each make a DC 13 Perception check. 
   
  If one or more of the characters succeed on the 
  check, read the following: 
  Approaching the entrance, you spot a number of hunched 
  figures standing over the corpses of the goblins you massacred. 
  The closest shape looks like the animated skeleton of an orc. 
  Getting the strongbox back to Traevus might be harder than 
  you thought! 
   
   If no one in the adventuring party spots the villains 
  outside, place the heroes’ tokens or miniatures near the 
  cave entrance instead of the back of the cave, and have 
  both sides roll initiative. 
   If one or more heroes succeed on the Perception 
  check, the villains outside don’t notice them 
  immediately, affording the characters an opportunity to 
  conduct some stealthy reconnaissance. Characters can 
  move about the caves unseen with a successful Stealth 
  check (opposed by the nearest enemy’s Perception 
  check). The heroes gain a +2 bonus to their checks 
  because the caves contain plenty of shadows. 
   Characters who can get to the mouth of a cave 
  without being detected can see all of the villains.     
   
  When the characters see the Nynga and her 
  retinue, read: 
  Undaunted by the rain, five orc skeletons use their rusty 
  swords to poke the corpses of the slain goblins. Crouched 
  behind some nearby boulders are two cloaked figures: a rat-
  faced humanoid with a sword and a woman with horns 
  protruding from her cowl. Farther back, in the mist, stands a 
  skeletal horse and rider. 
   
  Once Nynga becomes aware of the heroes, read the 
  following: 
  A female voice rises above the rain. “You don’t work for 
  Malareth,” she says. “I take it you have the skull?” 
   
  Nynga’s task is simple: Fetch the skull and deliver it 
  safely to her dark masters. Failure is not an option, lest 
  she end up worse off than her skeletal orc minions.  
  The heroes can converse with the dark messengers, 
  attack them, or surrender the skull. Getting past the 
  dark messengers unseen is not an option. 
   If the heroes converse with Nynga, see “Roleplaying 
  Nynga” below. If they attack, have both sides roll 
  initiative. If they offer Nynga the skull, she orders 
  Klyde to collect it. Once the skull is in her possession, 
  she and her forces withdraw. If the heroes give up the 
  skull, they are unable to complete their quest. 
   Creative players might try to convince Nynga that 
  they don’t have the skull, or they might surrender a 
  facsimile of the skull while keeping the real one 
  hidden. To fool Nynga, the heroes must each make a 
  Bluff check opposed by her Insight check; if half or 
  more of them succeed, Nynga is fooled. A successful 
  ruse is enough to give the heroes a head start, but 
  Nynga eventually realizes she’s been duped. The dark 
  messengers catch up to the party by nightfall. The 
  battle plays out more or less the same, but use the 
  “Crossroads” portion of the battle map instead. 
  Roleplaying Nynga 
  Here are some questions the heroes might ask Nynga 
  Murdergrave, along with her answers. 
   Who are you? “Nynga Murdergrave. This is Klyde, my 
  henchman.” 
   Whom do your serve? “Orcus, demon prince of 
  undeath! Maybe you’ve heard of him.” 
   Why do you want the skull? “The skull holds a small 
  measure of necromantic power, but when combined 
  with others like it, its power is formidable.” 
   What do you intend to do with the skull? “I am 
  merely a messenger. What my masters intend to do with 
  the skull is their business and none of your concern—yet.” 
   Have you ever danced with the devil under the pale 
  moonlight? “Your questions tire me. Klyde! Slay these 
  imbeciles!” 
  
  Page 3 
  Nynga Murdergrave, Necromancer (N) 
  Level 3 Controller 
  Medium natural, tiefling 
  XP 150 
  HP 42; Bloodied 21 
  Initiative +2 
  AC 17, Fortitude 13, Reflex 16, Will 15 
  Perception +6 
  Speed 6 
  Low-light vision 
  Resist 6 fire 
  TRAITS 
  O Aura of Dread ✦ Aura 1 
  Enemies in the aura take a –2 penalty on attack rolls. 
  STANDARD ACTIONS 
  m Staff (necrotic, weapon) ✦ At-Will 
  Attack: Melee 1 (one creature); +8 vs. AC (+9 if the target is 
  bloodied) 
  Hit: 1d8 + 2 damage plus 5 necrotic damage. 
  R Grasp of the Earthen Grave (necrotic) ✦ At-Will 
  Attack: Ranged 5 (one creature standing on the ground); +7 vs. 
  Reflex (+8 if the target is bloodied) 
  Hit: The target is immobilized (save ends). 
  Failed Saving Throw: The target takes 1d6 + 3 necrotic damage. 
  TRIGGERED ACTIONS 
  Arise! ✦ At-Will 
  Trigger: An allied undead minion within 5 squares of Nynga drops to 
  0 hit points. The undead minion cannot be higher level than Nynga. 
  Effect (Immediate Reaction): The undead minion rises to its feet at the 
  start of its next turn (as a free action) with 1 hit point. 
  Infernal Wrath (fire) ✦ Encounter 
  Trigger: An enemy within 10 squares of Nynga hits her. 
  Effect (Free Action): The triggering enemy takes 1d6 + 5 fire damage. 
  Skills Arcana +10, Bluff +11, Insight +6, Stealth +9 
  Str 12 (+2) 
  Dex 13 (+2) 
  Wis 11 (+1) 
  Con 10 (+1) 
  Int 18 (+5) 
  Cha 16 (+4) 
  Alignment evil 
  Languages Common 
  Equipment staff 
  Klyde, Wererat (W) 
  Level 3 Skirmisher 
  Medium natural humanoid (shapechanger) 
  XP 150 
  HP 37; Bloodied 18 
  Initiative +7 
  AC 17, Fortitude 14, Reflex 13, Will 12 
  Perception +7 
  Speed 6, climb 4 (rat or hybrid form only) 
  Low-light vision 
  TRAITS 
  Regeneration 
  The wererat regains 5 hit points whenever it starts it turn and has at 
  least 1 hit point. If the wererat takes damage from a silvered 
  weapon, its regeneration does not function on its next turn. 
  STANDARD ACTIONS 
  m Short Sword (weapon) ✦ At-Will 
  Requirement: The wererat must be in human or hybrid form. 
  Attack: Melee 1 (one creature); +8 vs. AC 
  Hit: 1d6 + 6 damage (or 2d6 + 6 if the wererat has combat 
  advantage against the target). 
  m Bite ✦ At-Will 
  Requirement: The wererat must be in rat or hybrid form. 
  Attack: Melee 1 (one creature); +8 vs. AC 
  Hit: 1d4 + 6 damage, and if the wererat has combat advantage 
  against the target, the target takes ongoing 5 damage (save ends). 
  MOVE ACTIONS 
  Rat Scurry ✦ At-Will 
  Requirement: The wererat must be in rat form. 
  Effect: The wererat shifts its speed. 
  MINOR ACTIONS 
  Change Shape (polymorph) ✦ At-Will 
  Effect: The wererat alters its physical form to appear as a rat, a 
  unique human, or a hybrid creature. The form lasts until it uses 
  change shape again or until it drops to 0 hit points (whereupon it 
  assumes human form). The creature retains its statistics in its new 
  form. Its clothing, armor, and possessions do not change. 
  Skills Bluff +6, Stealth +10 
  Str 10 (+1) 
  Dex 18 (+5) 
  Wis 12 (+2) 
  Con 15 (+3) 
  Int 13 (+2) 
  Cha 11 (+1) 
  Alignment evil 
  Languages Common 
  Equipment short sword 
  Skeletal Rider (R) 
  Level 3 Elite Soldier 
  Large natural animate (undead) 
  XP 300 
  HP 94; Bloodied 47 
  Initiative +6 
  AC 19, Fortitude 16, Reflex 15, Will 14 
  Perception +3 
  Speed 8 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant 
  TRAITS 
  Brittle 
  Whenever the skeletal rider is knocked prone, it takes 5 damage. 
  STANDARD ACTIONS 
  m Hooves ✦ At-Will 
  Attack: Melee 1 (one creature); +7 vs. AC 
  Hit: 1d8 + 6 damage, and the target falls prone. If the target is 
  already prone, it takes 5 extra damage. 
  M Death’s Charge ✦ At-Will 
  Effect: The skeletal rider charges and makes the following attack 
  instead of a basic attack. 
  Attack: Melee 2 (one creature); +8 vs. AC 
  Hit: 1d10 + 7 damage, and the target falls prone and is dazed (save 
  ends). 
  MOVE ACTIONS 
  M Ride-By Attack ✦ Recharge 5 6 
  Effect: The skeletal rider moves its speed and can make the following 
  attack at any point during its move. 
  Attack: Melee 2 (one creature); +7 vs. AC 
  Hit: 1d10 + 10 damage, and the target is marked until the end of 
  the skeletal rider’s next turn. 
  MINOR ACTIONS 
  Mark of Nerath ✦ At-Will (1/round) 
  Effect: An enemy within 5 squares of the skeletal rider is marked 
  (save ends). 
  Str 18 (+5) 
  Dex 17 (+4) 
  Wis 14 (+3) 
  Con 15 (+3) 
  Int 5 (–2) 
  Cha 5 (–2) 
  Alignment unaligned 
  Languages — 
  Equipment longspear, light shield 
  5 Decrepit Orc Skeletons (S) 
  Level 2 Minion Brute 
  Medium natural animate (undead) 
  XP 31 each 
  HP 1; a missed attack never damages a minion. 
  Initiative +3 
  AC 14, Fortitude 14, Reflex 13, Will 11 
  Perception +3 
  Speed 6 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  STANDARD ACTIONS 
  m Dead Man’s Sword (weapon) ✦ At-WIll 
  Attack: Melee 1 (one creature); +7 vs. AC 
  Hit: 6 damage, or 9 damage if the target has one or more of the 
  skeleton’s allies adjacent to it. 
  Str 17 (+4) 
  Dex 15 (+3) 
  Wis 11 (+1) 
  Con 13 (+2) 
  Int 3 (–3) 
  Cha 3 (–3) 
  Alignment unaligned 
  Languages — 
  Equipment rusted sword 
  
  Page 4 
  Tactics 
  Nynga takes cover behind the boulders and uses grasp 
  of the earthen grave to root enemies to the spot. She tries 
  to stay within 5 squares of her minions so that when 
  one of them drops to 0 hit points, she can use arise! She 
  uses infernal wrath on the first enemy to wound her.  
   Klyde prefers to remain in hybrid form. He tries to 
  flank enemies and reap the benefits of combat 
  advantage. 
   The skeletal rider and its mount are considered one 
  creature. When it drops to 0 hit points, both rider and 
  mount collapse into a heap of bones. The rider cannot 
  be dismounted. Its goal is to draw fire from the other 
  dark messengers using ride-by attack and mark of Nerath. 
   The orc skeletons deal more damage when they 
  cluster around a common enemy. An orc skeleton will 
  stupidly provoke an opportunity attack running away 
  from one enemy in order to deal more damage to 
  another. When a minion falls in battle, do not remove 
  its token or miniature from the map. As soon as she is 
  able, Nynga scurries out of hiding and restores the 
  minion using arise! The heroes do not gain extra XP for 
  killing the same minion over and over. 
  Features of the Area 
   Illumination: Bright light. 
   Heavy Rain: Creatures standing outside the caves 
  gain concealment against enemies more than 5 squares 
  away from them. 
   Blocked Tunnel: A large boulder seals off the 
  northern exit, but gaps allow a nimble character to 
  squeeze through with a DC 10 Acrobatics check. 
   Boulders: The boulders outside are 10 feet high and 
  provide cover. Climbing over them requires a DC 10 
  Athletics check. The boulders provide cover. 
   Bushes: The bushes create difficult terrain. 
   Creek: The creek is shallow and considered normal 
  terrain. The wider section is deeper and treated as 
  difficult terrain. 
  Ending the Encounter 
  If the heroes defeat the dark messengers, they can 
  search the bodies. Nynga carries three 100-gp pearls 
  and a bag of holding (for carrying the skull), and Klyde 
  has a pouch containing 90 gp. After looting the dead, 
  the heroes can continue on their way, return the skull 
  to Traevus, and collect their quest reward. 
  
  CharaCter Name
  Class: _________________ Level: ______________
  race: _________________ Gender: ____________
  alignment: ________________________________
  Languages: ________________________________
  __________________________________________
  Actions in combAt
  On your turn in combat, you can take three actions:
  F  A standard action, which is usually an attack
  F  A move action, which involves movement
  F  A minor action, which is simple and quick
  You can give up an action to take another action from lower on 
  the list, so you can take a move or a minor action instead of a 
  standard action or a minor action instead of a move action. 
  EquipmEnt And mAgic itEms
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  currEnt Hit points
  Temporary Hit Points 
  Surges Used
  cHArActEr notEs
  Use this space however you like: to record what happens on your 
  adventures, track quests, describe your background and goals, 
  note the names of the other characters in your party, or draw a 
  picture of your character.
  ExpEriEncE points (xp)
   
  XP for next level:  ________________
  WEAltH
  poWErs And FEAts
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  AbilitiEs And skills
   Strength 
  modifier  
  CheCk
  Strength measures your physical power.
  athletics 
   Trained 
  misC.
   
  CheCk
   Constitution 
  modifier  
  CheCk
  Constitution represents health, stamina, and vital force.
  endurance 
   Trained 
  misC.
   
  CheCk
   Dexterity 
  modifier  
  CheCk
  Dexterity measures coordination, agility, and balance.
  acrobatics 
   Trained 
  misC.
   
  CheCk
  stealth 
   Trained 
  misC.
   
  CheCk
  thievery 
   Trained 
  misC.
   
  CheCk
   Intelligence 
  modifier  
  CheCk
  Intelligence describes how well you learn and reason.
  arcana 
   Trained 
  misC.
   
  CheCk
  history 
   Trained 
  misC.
   
  CheCk
  religion 
   Trained 
  misC.
   
  CheCk
   Wisdom 
  modifier  
  CheCk
  Wisdom measures common sense, self-discipline, and empathy.
  dungeoneering  Trained 
  misC.
   
  CheCk
  heal 
   Trained 
  misC.
   
  CheCk
  insight 
   Trained 
  misC.
   
  CheCk
  Nature 
   Trained 
  misC.
   
  CheCk
  Perception 
   Trained 
  misC.
   
  CheCk
   Charisma 
  modifier  
  CheCk
  Charisma measures force of personality and leadership.
  Bluff 
   Trained 
  misC.
   
  CheCk
  diplomacy 
   Trained 
  misC.
   
  CheCk
  intimidate 
   Trained 
  misC.
   
  CheCk
  streetwise 
   Trained 
  misC.
   
  CheCk
  combAt stAtistics
   Initiative 
   Speed
  Roll initiative to determine 
  Your speed is the number of 
  the turn order in combat. 
  squares you can move with 
   
  a move action.
   Attack Bonus 
  WeaPoN / PoWer
   
  damaGe
   Attack Bonus 
  WeaPoN / PoWer
   
  damaGe
  When you attack, roll a d20 and add your attack bonus. Compare 
  the result to the monster’s defense to see if you hit. If you do hit, 
  roll damage.
   Hit Points 
   
  Bloodied 
  Your hit points measure the damage you can take before falling 
  unconscious. Your bloodied value is half of your hit points 
  (rounded down).
   
  healing surge Value 
   
  surges Per day 
  When you spend a healing surge, you regain hit points equal to 
  your healing surge value, which is one-quarter of your hit points 
  (rounded down).
  dEFEnsEs
   Armor Class (AC)
  AC measures how hard it is to physically land an attack on you.
   Fortitude
  Fortitude measures your toughness and resilience.
   Reflex
  Reflex measures your ability to deflect or dodge attacks.
   Will
  Will measures your strength of will, self-discipline, and devotion.
  Permission is granted to photocopy this character sheet for home game use only. TM & ©2010 Wizards of the Coast LLC.
  11
  +1
  13
  10
  14
  18
  12
  +6
  +2
  +2
  +1
  +1
  +1
  +3
  +3
  +8
  +8
  +5
  +5
  +10
  +10
  +5
  +5
  +2
  +2
  +2
  +2
  +2
  +1
  x
  x
  x
  x
  x
  +1
  5
  18
  12
  13
  15
  +7
  +5
  mace
  implement
  d8+4
  30
  15
  7
  10
  Cleric
  2
  Human
  You worship Kord, the god of 
  storms and battle.
  200 gp
  healing word (2/encounter)
  storm hammer (at-will)
  blessing of wrath (at-will)
  echoes of thunder (1/encounter)
  storm surge (1/encounter)
  levy of judgment (1/day)
  Defensive Mobility (feat)
  Durable (feat)
  Racial Traits:
  human versatility
  chainmail armor
  heavy shield
  mace
  holy symbol of Kord (implement)
  potion of healing
  bedroll
  beltpouch
  backpack
  1,000
  2,250
  Common, Draconic
  varies
  
  CharaCter Name
  Class: _________________ Level: ______________
  race: _________________ Gender: ____________
  alignment: ________________________________
  Languages: ________________________________
  __________________________________________
  Actions in combAt
  On your turn in combat, you can take three actions:
  F  A standard action, which is usually an attack
  F  A move action, which involves movement
  F  A minor action, which is simple and quick
  You can give up an action to take another action from lower on 
  the list, so you can take a move or a minor action instead of a 
  standard action or a minor action instead of a move action. 
  EquipmEnt And mAgic itEms
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  currEnt Hit points
  Temporary Hit Points 
  Surges Used
  cHArActEr notEs
  Use this space however you like: to record what happens on your 
  adventures, track quests, describe your background and goals, 
  note the names of the other characters in your party, or draw a 
  picture of your character.
  ExpEriEncE points (xp)
   
  XP for next level:  ________________
  WEAltH
  poWErs And FEAts
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  AbilitiEs And skills
   Strength 
  modifier  
  CheCk
  Strength measures your physical power.
  athletics 
   Trained 
  misC.
   
  CheCk
   Constitution 
  modifier  
  CheCk
  Constitution represents health, stamina, and vital force.
  endurance 
   Trained 
  misC.
   
  CheCk
   Dexterity 
  modifier  
  CheCk
  Dexterity measures coordination, agility, and balance.
  acrobatics 
   Trained 
  misC.
   
  CheCk
  stealth 
   Trained 
  misC.
   
  CheCk
  thievery 
   Trained 
  misC.
   
  CheCk
   Intelligence 
  modifier  
  CheCk
  Intelligence describes how well you learn and reason.
  arcana 
   Trained 
  misC.
   
  CheCk
  history 
   Trained 
  misC.
   
  CheCk
  religion 
   Trained 
  misC.
   
  CheCk
   Wisdom 
  modifier  
  CheCk
  Wisdom measures common sense, self-discipline, and empathy.
  dungeoneering  Trained 
  misC.
   
  CheCk
  heal 
   Trained 
  misC.
   
  CheCk
  insight 
   Trained 
  misC.
   
  CheCk
  Nature 
   Trained 
  misC.
   
  CheCk
  Perception 
   Trained 
  misC.
   
  CheCk
   Charisma 
  modifier  
  CheCk
  Charisma measures force of personality and leadership.
  Bluff 
   Trained 
  misC.
   
  CheCk
  diplomacy 
   Trained 
  misC.
   
  CheCk
  intimidate 
   Trained 
  misC.
   
  CheCk
  streetwise 
   Trained 
  misC.
   
  CheCk
  combAt stAtistics
   Initiative 
   Speed
  Roll initiative to determine 
  Your speed is the number of 
  the turn order in combat. 
  squares you can move with 
   
  a move action.
   Attack Bonus 
  WeaPoN / PoWer
   
  damaGe
   Attack Bonus 
  WeaPoN / PoWer
   
  damaGe
  When you attack, roll a d20 and add your attack bonus. Compare 
  the result to the monster’s defense to see if you hit. If you do hit, 
  roll damage.
   Hit Points 
   
  Bloodied 
  Your hit points measure the damage you can take before falling 
  unconscious. Your bloodied value is half of your hit points 
  (rounded down).
   
  healing surge Value 
   
  surges Per day 
  When you spend a healing surge, you regain hit points equal to 
  your healing surge value, which is one-quarter of your hit points 
  (rounded down).
  dEFEnsEs
   Armor Class (AC)
  AC measures how hard it is to physically land an attack on you.
   Fortitude
  Fortitude measures your toughness and resilience.
   Reflex
  Reflex measures your ability to deflect or dodge attacks.
   Will
  Will measures your strength of will, self-discipline, and devotion.
  Permission is granted to photocopy this character sheet for home game use only. TM & ©2010 Wizards of the Coast LLC.
  18
  +5
  14
  13
  10
  12
  11
  +10
  +3
  +10
  +2
  +2
  +2
  +1
  +1
  +1
  +1
  +2
  +4
  +2
  +2
  +2
  +2
  +1
  +1
  +1
  +6
  +1
  +2
  x
  x
  x
  +2
  5
  18
  17
  12
  12
  +8
  greataxe
  d12+7
  40
  20
  10
  11
  Fighter
  2
  Dwarf
  180 gp
  power strike (1/encounter)
  poised assault (stance)
  battle fury (stance)
  minor resurgence (1/encounter)
  Toughness (feat)
  Racial Traits:
  cast-iron stomach
  scale armor
  +1 lifedrinker greataxe
  backpack
  50-foot rope
  bedroll
  beltpouch
  2 sunrods
  waterskin
  1,000
  2,250
  Common, Dwarven
  +2
  +2
  x
  dwarven resilience
  stand your ground
  
  CharaCter Name
  Class: _________________ Level: ______________
  race: _________________ Gender: ____________
  alignment: ________________________________
  Languages: ________________________________
  __________________________________________
  Actions in combAt
  On your turn in combat, you can take three actions:
  F  A standard action, which is usually an attack
  F  A move action, which involves movement
  F  A minor action, which is simple and quick
  You can give up an action to take another action from lower on 
  the list, so you can take a move or a minor action instead of a 
  standard action or a minor action instead of a move action. 
  EquipmEnt And mAgic itEms
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  currEnt Hit points
  Temporary Hit Points 
  Surges Used
  cHArActEr notEs
  Use this space however you like: to record what happens on your 
  adventures, track quests, describe your background and goals, 
  note the names of the other characters in your party, or draw a 
  picture of your character.
  ExpEriEncE points (xp)
   
  XP for next level:  ________________
  WEAltH
  poWErs And FEAts
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  AbilitiEs And skills
   Strength 
  modifier  
  CheCk
  Strength measures your physical power.
  athletics 
   Trained 
  misC.
   
  CheCk
   Constitution 
  modifier  
  CheCk
  Constitution represents health, stamina, and vital force.
  endurance 
   Trained 
  misC.
   
  CheCk
   Dexterity 
  modifier  
  CheCk
  Dexterity measures coordination, agility, and balance.
  acrobatics 
   Trained 
  misC.
   
  CheCk
  stealth 
   Trained 
  misC.
   
  CheCk
  thievery 
   Trained 
  misC.
   
  CheCk
   Intelligence 
  modifier  
  CheCk
  Intelligence describes how well you learn and reason.
  arcana 
   Trained 
  misC.
   
  CheCk
  history 
   Trained 
  misC.
   
  CheCk
  religion 
   Trained 
  misC.
   
  CheCk
   Wisdom 
  modifier  
  CheCk
  Wisdom measures common sense, self-discipline, and empathy.
  dungeoneering  Trained 
  misC.
   
  CheCk
  heal 
   Trained 
  misC.
   
  CheCk
  insight 
   Trained 
  misC.
   
  CheCk
  Nature 
   Trained 
  misC.
   
  CheCk
  Perception 
   Trained 
  misC.
   
  CheCk
   Charisma 
  modifier  
  CheCk
  Charisma measures force of personality and leadership.
  Bluff 
   Trained 
  misC.
   
  CheCk
  diplomacy 
   Trained 
  misC.
   
  CheCk
  intimidate 
   Trained 
  misC.
   
  CheCk
  streetwise 
   Trained 
  misC.
   
  CheCk
  combAt stAtistics
   Initiative 
   Speed
  Roll initiative to determine 
  Your speed is the number of 
  the turn order in combat. 
  squares you can move with 
   
  a move action.
   Attack Bonus 
  WeaPoN / PoWer
   
  damaGe
   Attack Bonus 
  WeaPoN / PoWer
   
  damaGe
  When you attack, roll a d20 and add your attack bonus. Compare 
  the result to the monster’s defense to see if you hit. If you do hit, 
  roll damage.
   Hit Points 
   
  Bloodied 
  Your hit points measure the damage you can take before falling 
  unconscious. Your bloodied value is half of your hit points 
  (rounded down).
   
  healing surge Value 
   
  surges Per day 
  When you spend a healing surge, you regain hit points equal to 
  your healing surge value, which is one-quarter of your hit points 
  (rounded down).
  dEFEnsEs
   Armor Class (AC)
  AC measures how hard it is to physically land an attack on you.
   Fortitude
  Fortitude measures your toughness and resilience.
   Reflex
  Reflex measures your ability to deflect or dodge attacks.
   Will
  Will measures your strength of will, self-discipline, and devotion.
  Permission is granted to photocopy this character sheet for home game use only. TM & ©2010 Wizards of the Coast LLC.
  10
  +1
  15
  18
  12
  14
  11
  +1
  +3
  +3
  +5
  +10
  +12
  +2
  +2
  +2
  +2
  +3
  +3
  +3
  +3
  +3
  +3
  +1
  +6
  +1
  +1
  +6
  +12
  x
  x
  x
  +9
  6
  18
  13
  15
  13
  +8
  d4+6
  32
  16
  8
  7
  Rogue
  2
  Halfling
  80 gp 
  Turquoise gem worth 100 gp
  acrobatic maneuver (at-will)
  defensive strike (at-will)
  deft strike (at-will)
  nimble positioning (at-will)
  backstab (1/encounter)
  Racial Traits:
  nimble reaction
  +1 darkleaf leather armor
  dagger
  backpack
  thieves' tools
  bedroll
  beltpouch
  50-foot rope
  waterskin
  1,000
  2,250
  Common, Goblin
  x
  second chance
  +2
  +2
  dagger
  tumble (1/encounter)
  Sneak Attack (+2d6 damage)
  Improved Initiative (feat)
  x
  
  CharaCter Name
  Class: _________________ Level: ______________
  race: _________________ Gender: ____________
  alignment: ________________________________
  Languages: ________________________________
  __________________________________________
  Actions in combAt
  On your turn in combat, you can take three actions:
  F  A standard action, which is usually an attack
  F  A move action, which involves movement
  F  A minor action, which is simple and quick
  You can give up an action to take another action from lower on 
  the list, so you can take a move or a minor action instead of a 
  standard action or a minor action instead of a move action. 
  EquipmEnt And mAgic itEms
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  currEnt Hit points
  Temporary Hit Points 
  Surges Used
  cHArActEr notEs
  Use this space however you like: to record what happens on your 
  adventures, track quests, describe your background and goals, 
  note the names of the other characters in your party, or draw a 
  picture of your character.
  ExpEriEncE points (xp)
   
  XP for next level:  ________________
  WEAltH
  poWErs And FEAts
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  _______________________________________
  AbilitiEs And skills
   Strength 
  modifier  
  CheCk
  Strength measures your physical power.
  athletics 
   Trained 
  misC.
   
  CheCk
   Constitution 
  modifier  
  CheCk
  Constitution represents health, stamina, and vital force.
  endurance 
   Trained 
  misC.
   
  CheCk
   Dexterity 
  modifier  
  CheCk
  Dexterity measures coordination, agility, and balance.
  acrobatics 
   Trained 
  misC.
   
  CheCk
  stealth 
   Trained 
  misC.
   
  CheCk
  thievery 
   Trained 
  misC.
   
  CheCk
   Intelligence 
  modifier  
  CheCk
  Intelligence describes how well you learn and reason.
  arcana 
   Trained 
  misC.
   
  CheCk
  history 
   Trained 
  misC.
   
  CheCk
  religion 
   Trained 
  misC.
   
  CheCk
   Wisdom 
  modifier  
  CheCk
  Wisdom measures common sense, self-discipline, and empathy.
  dungeoneering  Trained 
  misC.
   
  CheCk
  heal 
   Trained 
  misC.
   
  CheCk
  insight 
   Trained 
  misC.
   
  CheCk
  Nature 
   Trained 
  misC.
   
  CheCk
  Perception 
   Trained 
  misC.
   
  CheCk
   Charisma 
  modifier  
  CheCk
  Charisma measures force of personality and leadership.
  Bluff 
   Trained 
  misC.
   
  CheCk
  diplomacy 
   Trained 
  misC.
   
  CheCk
  intimidate 
   Trained 
  misC.
   
  CheCk
  streetwise 
   Trained 
  misC.
   
  CheCk
  combAt stAtistics
   Initiative 
   Speed
  Roll initiative to determine 
  Your speed is the number of 
  the turn order in combat. 
  squares you can move with 
   
  a move action.
   Attack Bonus 
  WeaPoN / PoWer
   
  damaGe
   Attack Bonus 
  WeaPoN / PoWer
   
  damaGe
  When you attack, roll a d20 and add your attack bonus. Compare 
  the result to the monster’s defense to see if you hit. If you do hit, 
  roll damage.
   Hit Points 
   
  Bloodied 
  Your hit points measure the damage you can take before falling 
  unconscious. Your bloodied value is half of your hit points 
  (rounded down).
   
  healing surge Value 
   
  surges Per day 
  When you spend a healing surge, you regain hit points equal to 
  your healing surge value, which is one-quarter of your hit points 
  (rounded down).
  dEFEnsEs
   Armor Class (AC)
  AC measures how hard it is to physically land an attack on you.
   Fortitude
  Fortitude measures your toughness and resilience.
   Reflex
  Reflex measures your ability to deflect or dodge attacks.
   Will
  Will measures your strength of will, self-discipline, and devotion.
  Permission is granted to photocopy this character sheet for home game use only. TM & ©2010 Wizards of the Coast LLC.
  11
  +1
  12
  15
  18
  10
  14
  +3
  +2
  +4
  +3
  +5
  +5
  +5
  +10
  +10
  +7
  +1
  +6
  +3
  +3
  +5
  +5
  +3
  +5
  +8
  +5
  +5
  +5
  x
  x
  x
  +3
  7
  15
  12
  15
  13
  +6
  varies
  26
  13
  6
  7
  Wizard
  2
  Elf
  180 gp
  magic missile (at-will)
  freezing burst (at-will)
  phantasmal force (at-will)
  burning hands (1/encounter)
  shield (1/encounter)
  Racial Traits:
  elven accuracy
  cloth armor
  +1 magic staff
  backpack
  bedroll
  50-foot rope
  beltpouch
  2 sunrods
  waterskin
  1,000
  2,250
  Common, Elven
  +4
  +4
  x
  group awareness
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  auto
  magic missile
  spell
  6 force
  spectral image (1/encounter)
  slimy transmutation (1/day)
  Jack of All Trades (feat)
  wild step
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 4th Edition/Convention Specials/Kill the Messengers.pdf