TEXT: SVP4204 Dragons of Autumn
  Dungeons & Dragons 5th Edition Conversion by Kentti.
  
  Chapter One: Despair
  You can find this chapter on page 11.
  Enter Fewmaster Toede
  See page 11 for the following information. Fewmaster Toede
  is a hobgoblin captain riding a warhorse. There are eight
  hobgoblins.
  Soldiers of the Highseeker
  See page 12 for the following information. The three seeker
  militiamen are bandits with scale mails (AC 15). The attack
  dog is a wolf and seeker sergeant is a bandit captain with
  scale mail (AC 16).
  Soldiers of the Highseeker
  See page 13 for the following information. There are eight
  goblins.
  People to Meet in Solace
  See pages 13-15 for the following information. The town’s
  significant residents are Otik Sandath, a commoner with 5d8
  hit dice, 22 hit points, and proficiency in cook’s utensils;
  Theros Ironfeld; Tika Waylan who is a possible player
  character found in Appendix 2; High Theocrat Hederick is a
  priest without divine eminence and spellcasting traits,
  Challenge 1/8 (25 XP); and Fewmaster Toede who is a
  hobgoblin captain.
  Solace
  See page 14 for the following information. 25 seeker
  militiamen: a bandit captain with scale mail (AC 16), 24
  bandits with scale mails (AC 15).
  AB 8: Eastwall Mountains
  See page 19 for the following information.
  d20
  Encounter
  1-2
  1d6 + 3 baaz draconians
  3-4
  1d4 + 1 cockatrices
  5-7
  1d4 + 1 ankhegs
  8-10
  1d8 + 4 bugbears
  11-13
  2d6 + 6 skeletons
  14-16
  1 wyvern
  17-18
  1 bulette
  19-20
  1d6 + 2 dire wolves
  Qué-Kiri
  See page 19 for the following information. Leader and five
  warriors are tribal warriors armed with handaxes, spears,
  and longbows. The shaman is a tribal warrior.
  A successful DC 10 Intelligence (Nature) or Wisdom
  (Survival) check informs the heroes that natural wildfires
  would be unlikely.
  Tracks
  Tracks
  See page 20 for the following information. A successful DC
  15 Wisdom (Survival) check will allow a hero to determine
  that the tracks were made in part by strange, non-human feet.
  A successful DC 10 Wisdom (Survival) check is required to
  follow the tracks.
  Nightshade
  See pages 20-21 for the following information. A successful
  DC 15 Wisdom (Perception check) will allow the heroes to
  hear the laughter and taunts more clearly.
  There are four baaz draconians and Nightshade of the
  Qué-Teh who is a scout.
  Draconians
  See page 21 for the following information. There are eight
  baaz draconians.
  Qué-Shu
  See page 21 for the following information. Anyone who
  knows how to read Nerakese can read the sign. A successful
  DC 15 Intelligence (Nature) or Intelligence (smith’s tools)
  check determines that the gouges in the metal shield have
  been made by a claw.
  A successful DC 15 Intelligence (Investigation) check is
  required to find the tracks and a successful DC 10 Wisdom
  (Survival) check is required to follow them.
  Qué-Teh
  See page 21 for the following information. A successful DC
  15 Intelligence (Investigation) check is required to find many
  lizardlike feet among the human footprints. A successful DC
  10 Wisdom (Survival) check is required to follow them.
  The Seeker Lands
  See page 22 for the following information. If the heroes are
  from Solace originally, they have advantage on Intelligence
  (Nature) and Wisdom (Survival) checks.
  AB 12: Twin Flat
  See page 22 for the following information. There is a baaz
  draconian spy and 10 baaz draconians.
  AB 13: Prayer's Eye Peak
  See page 22 for the following information. A successful DC
  15 Wisdom (Perception) check is required to see the White
  Stag.
  AB 14: Jakanth Vale
  See pages 22-23 for the following information. A successful
  DC 15 Wisdom (Survival) check is required to notice tracks
  leading away from the road.
  Features of Darken Wood
  See page 23 for the following information. All Wisdom
  (Perception) checks are made at disadvantage.
  2
  CHAPTER 1 | DESPAIR
  
  The forest is blanketed by a confusion spell (DC 18 Wisdom
  saving throw). Tracking checks are made at disadvantage.
  AB 9: Starlight Canyon
  See page 24 for the following information. There are 36
  pegasi.
  AB 10: Dryad Forests
  See page 24 for the following information. There are 14
  dryads.
  Spirit Forest
  See pages 24-25 for the following information. There is a
  spectral minion bandit captain and 10 spectral minion
  bandits.
  Centaur Reaches
  See page 25 for the following information. There are eight
  centaurs.
  The Forestmaster
  See pages 25-26 for the following information. The
  Forestmaster is a unicorn.
  Haven
  See page 26 for the following information. Elistan is
  Highseeker of Haven; Orin Woodwind is a veteran.
  Seeker Locar and all seekers are priests without divine
  eminence and spellcasting traits, Challenge 1/8 (25 XP).
  There are 3 holy guards who are veterans, 6 holy guards
  who are thugs, and 10 holy guards who are guards.
  People to Meet in Haven
  See page 27 for the following information. Elistan lives in the
  city. Refugees are commoners.
  Entering Haven
  See page 28 for the following information. Refugees are
  commoners and the 15 riot guards are guards.
  Overheard at the Steel Tankard
  See page 28 for the following information. Jaymes Green is a
  scout with studded leather armor (AC 14), battleaxe, and
  longbow; “Bear” is a scout with Strength 14, greataxe, and
  shortbow; and Fiona Wainwright is a spy.
  The Council of the Highseeker
  See page 29 for the following information. Elistan is in the
  council as well as other Highseekers who are priests without
  divine eminence and spellcasting traits, Challenge 1/8 (25
  XP).
  A successful DC 20 Wisdom (Insight) check reveals that
  Elistan doesn’t really understand what is happening. If the
  Sage makes a successful DC 15 Intelligence (Religion) check,
  he’ll notice that Elistan simply said “gods.”
  AB 21: Qualinesti Elflands
  AB 21: Qualinesti Elflands
  See pages 29-30 for the following information. Qualinesti
  scouts are scouts, the 14 Qualinesti elite scouts are scouts,
  and Qualinesti scout captain is a spy with a scimitar and
  longbow.
  AB 22: White-Rage River
  See pages 30 for the following information. A successful DC
  15 Dexterity (Carpenter’s tools) check will cut the total time
  in half. A successful DC 20 check, the time is cut to one third.
  A successful DC 10 Dexterity (Acrobatics) check is necessary
  to cross the river atop a felled tree.
  To stay on course, a successful DC 10 Wisdom (Survival)
  check is required.
  AB 23: The White-Rage Cut
  See pages 30 for the following information. Three successful
  DC 10 Dexterity saving throws must be made to pilot through
  the rapids.
  A successful DC 15 Strength (Athletics) check must be
  made to simply getting to the trail by scaling the rock wall.
  AB 24: Oldroad Bridge
  See pages 30-31 for the following information. There are six
  baaz draconians and an ogre.
  To notice the tripwire trap requires a successful DC 15
  Wisdom (Perception) check. To disable the trap requires a
  successful DC 20 Dexterity check with thieves’ tools. A
  character without thieves’ tools can attempt this check with
  disadvantage using any edged weapon or edged tool. On a
  failed check, the trap triggers.
  When the trap is triggered, the net is released, covering a
  10-foot-square area. Those in the area are trapped under the
  net and restrained, and those that fail a DC 10 Strength
  saving throw are also knocked prone. A creature can use its
  action to make a DC 10 Strength check, freeing itself or
  another creature within its reach on a success. The net has
  AC 10 and 20 hit points. Dealing 5 slashing damage to the
  net (AC 10) destroys a 5-foot-square section of it, freeing any
  creature trapped in that section.
  AB 25: Forsaken Pass
  See page 31 for the following information. Staying on the
  trail requires a successful DC 10 Wisdom (Survival) check
  every mile.
  Tracks
  See page 31 for the following information. To notice a series
  of tracks requires a successful DC 15 Wisdom (Perception)
  check. If the tracker succeeds in a DC 20 Wisdom (Survival)
  check, he will be able to tell that it was approximately 5 days
  previously.
  Dwarven Fortress
  See pages 31-32 for the following information. There are
  three owlbears.
  3
  CHAPTER 1 | DESPAIR
  
  Monstrous Spiders
  See page 32 for the following information. There are five
  giant spiders.
  Random Encounters in the Cursed
  Swamp
  See page 32 for the following information.
  d20
  Encounter
  1-2
  1 chuul
  3-6
  1d4 + 1 crocodiles
  7-10
  1 ochre jelly
  11-14
  1 wraith
  15-18
  1 swarm of poisonous snakes
  19-20
  1 hydra
  Getting to Xak Tsaroth
  See page 32 for the following information. Crossing one of
  the three rope or vine bridges along the trail requires a
  successful DC 10 Strength (Athletics) or Dexterity
  (Acrobatics) check.
  XT 2: Waters of the Swamp
  See page 33 for the following information. If a hero drinks
  swamp water, he must make a successful DC 12 Constitution
  saving throw or be poisoned for 1 hour.
  XT 4: Battle of the Fallen Ironclaw
  See pages 33-34 for the following information. There are six
  bozak draconians.
  XT 5: Broken Bridge
  See page 34 for the following information. There are two
  baaz draconians. If a character on the bridge puts a foot
  through the floor, a successful DC 10 Dexterity saving throw
  must be made or be restrained for 1 round as he yanks his
  foot free.
  UXT 1: Temple Entrance
  See page 35 for the following information. A successful DC
  15 Intelligence (Religion) check will reveal that the pattern in
  the stone is Mishakal’s constellation.
  UXT 2: Mishakal's Form
  See pages 35-36 for the following information. There is a
  bozak draconian and seven baaz draconians.
  The hero must make a successful DC 10 Dexterity saving
  throw to leap to safety. If he fails, he’s trapped in the burning
  idol and takes 38 (11d6) fire damage until a successful
  Dexterity saving throw is made.
  The break the cage requires a successful DC 15 Strength
  check.
  XT 8: Breeding Pool
  XT 8: Breeding Pool
  See page 36 for the following information. There are five
  black dragon wyrmlings.
  XT 11: Plaza of Death
  See pages 36-37 for the following information. A successful
  DC 10 Wisdom (Perception) check reveals that the only
  sounds come from the heroes themselves. Any hero that
  makes a successful DC 15 Intelligence (Nature) check should
  be able to tell that they were all scared away by something.
  Make a Dexterity (Stealth) check for Onyx contested with
  the heroes’ passive Perception.
  Onyx is a young black dragon.
  XT 12: The Great Well
  See page 37 for the following information. A successful DC
  10 Knowledge check will quickly inform the heroes that
  descending the well is an exceedingly dangerous route. To
  climb the well requires a successful DC 25 Strength
  (Athletics) check.
  UXT 4: North Worship Room
  See page 39 for the following information. There are three
  baaz draconians. The item is a spell scroll of lightning bolt.
  UXT 5: Southern Holy Circle
  See page 39 for the following information. There are five
  gully dwarf commoners.
  UXT 7: Paths of the Dead
  See pages 39-40 for the following information. To climb the
  pedestal requires a successful DC 20 Strength (Athletics)
  check.
  UXT 8: Hall of the Ancestors
  See page 40 for the following information. To detect the
  sounds of creaking and groaning and stone requires a
  successful DC 10 Wisdom (Perception) check. To leap to
  safety requires a successful DC 13 Dexterity saving throw.
  UXT 9: Southern Crypts
  See pages 40-41 for the following information. There are 30
  gully dwarf commoners. Bupu (a guard with a club) will offer
  to show the heroes a “secret way” on a successful DC 15
  Charisma (Persuasion) check.
  UXT 10: Going Down
  See page 41 for the following information. There are two
  baaz draconians, Crank the ogre, and more than two gully
  dwarf commoners.
  There are also six baaz draconians.
  UXT 13: Watch Room
  See page 42 for the following information. To run across or
  charge across the room requires a successful DC 10
  Dexterity (Acrobatics) check.
  4
  CHAPTER 1 | DESPAIR
  
  UXT 14: Treasure/Tomb of the
  Faithful
  See page 42 for the following information. There is a
  spectral minion guard. The weapons found in the
  sarcophagus are nonmagical.
  UXT 18: Sewer Entrance
  See page 43 for the following information. Unless a hero has
  both hands free, he must make a successful DC 15 Dexterity
  (Acrobatics) check every 30 ft. traveled. If any heroes are in
  front of him, they must each immediately make a successful
  DC 13 Dexterity saving throw.
  UXT 21: Cellar Above
  See page 43 for the following information. There are two
  giant spiders. Make a Dexterity (Stealth) check for the
  spiders.
  UXT 31: Treasure Court
  See page 45 for the following information. Wading across the
  river requires a DC 10 Strength check.
  UXT 32: View from the Falls
  See page 45 for the following information. To climb down to
  the city below requires a successful DC 10 Strength
  (Athletics) check. If any hero is polite and kind to the Aghar,
  the dwarves offer assistance on the climb which grants all the
  heroes advantage on the roll.
  UXT 33: Outer Treasury
  See page 45 for the following information. There are four
  spectral minion guards.
  UXT 38: Windows Below
  See page 46 for the following information. To climb the
  curtains requires a successful DC 5 Strength (Athletics)
  check.
  UXT 39: Dance on the Wall
  See page 46 for the following information. To climb the
  curtains requires a successful DC 5 Strength (Athletics)
  check. Moving from one curtain to another requires a
  successful DC 13 Strength (Athletics) check. To notice the
  snakes requires a successful DC 20 Wisdom (Perception)
  check. There are four swarms of poisonous snakes.
  Xak Tsaroth: Lower Caverns
  See page 46 for the following information. All Wisdom
  (Perception) checks relying on hearing are at disadvantage
  and all spellcasting requires a successful DC 5 Concentration
  check.
  LXT 4: North Mall
  See page 48 for the following information. Wading across the
  water requires a successful DC 10 Strength (Athletics) check
  and a DC 10 Dexterity (Acrobatics) check.
  LXT 5: Entryway
  LXT 5: Entryway
  See page 48 for the following information. To find their own
  location on the map requires a successful DC 15 Intelligence
  (Investigation) check.
  LXT 7: North Armory
  See page 48 for the following information. There are five
  baaz draconians.
  LXT 8: Assembly
  See pages 48-49 for the following information. There is a
  bozak draconian.
  LXT 11: Quarters
  See page 49 for the following information. There are 15 baaz
  draconians.
  LXT 12: Mess Hall
  See page 49 for the following information. There are three
  baaz draconians.
  LXT 13: Larder Office
  See pages 49-50 for the following information. There are
  three bozak draconians and Hugon Barker, a kender spy.
  LXT 14: Larder
  See page 50 for the following information. To find the
  weapons requires a successful DC 10 Intelligence
  (Investigation) check. The weapons are nonmagical.
  LXT 15: Court of Reception
  See page 50 for the following information. There is a bozak
  draconian, eight baaz draconians, and 24 gully dwarf
  commoners.
  LXT 16: Great Plaza
  See pages 50-51 for the following information. There is Onyx,
  a young black dragon, bozak draconian, and seven gully
  dwarf commoners.
  LXT 17: East Falls
  See page 51 for the following information. If the heroes have
  made the climb before, they have advantage on the check.
  LXT 18: West Falls
  See page 51 for the following information. Sunstar is a scout
  without armor and weapons. She is hiding, roll for Dexterity
  (Stealth) for her.
  LXT 21: Slud Clan Barracks
  See page 51 for the following information. There are 15 gully
  dwarf commoners. To move through the room without
  awakening the dwarves requires a successful DC 15
  Dexterity (Stealth) check.
  5
  CHAPTER 1 | DESPAIR
  
  LXT 24: Guard Post
  See page 53 for the following information. There are three
  gully dwarf guards without armor.
  LXT 26: Secret Treasury
  See page 53 for the following information. There are two
  gully dwarf guards without armor and a bozak draconian.
  LXT 27: Messy Mess Hall
  See page 53 for the following information. There are eight
  gully dwarf commoners. Make a random attack roll with +1.
  If a hero is hit, he must make a successful DC 10
  Constitution saving throw or be poisoned (nauseated) for 1
  minute.
  LXT 28: Bulp Clan Barracks
  See pages 53-54 for the following information. There are
  eight gully dwarf commoners. To move through the room
  without awakening the dwarves requires a successful DC 15
  Dexterity (Stealth) check.
  LXT 29: Highbulp's Quarters
  See page 54 for the following information. To find the secret
  door requires a successful DC 15 Wisdom (Perception) check
  from the room side or DC 25 check from the street side.
  LXT 31: Court of the Aghar
  See page 54 for the following information. Highbulp Phudge
  is a noble with padded armor and dagger. There are four
  gully dwarf guards without armor.
  LXT 33: Secret Corridor
  See pages 54-55 for the following information. The heroes
  need to make a successful DC 10 Constitution saving throw
  or receive one level of exhaustion if they spend more than
  thirty minutes in the frigid water. There are five giant
  centipedes. Because the centipedes hide underneath the
  water, they have advantage on Dexterity (Stealth) checks.
  LXT 36: First Hall
  See page 55 for the following information. There are two
  bozak draconians.
  LXT 37: Palace Treasury
  See page 55 for the following information. To find the
  package requires a successful DC 15 Intelligence
  (Investigation) check. The package contains two +2 daggers,
  gloves of swimming and climbing, and Fistandantilus’s
  spellbook containing the spells arcane lock, invisibility, knock,
  and lightning bolt. The shield is nonmagical.
  LXT 39: Bozak Captains' Quarters
  See page 55 for the following information. The potion is a
  potion of healing.
  LXT 40: Prisoner Cell
  LXT 40: Prisoner Cell
  See pages 55-56 for the following information. Raven-eye is a
  scout without armor and weapons. To open the manacles
  requires a successful DC 15 Dexterity check with thieves’
  tools.
  LXT 41: High Priest's Office
  See page 56 for the following information. There is a bozak
  draconian warlock of the fiend.
  LXT 43: Hall of Sound
  See page 56 for the following information. To detect the trap
  requires a DC 15 Intelligence (Investigation) check. To
  disable the trap requires a successful DC 15 Dexterity check
  with thieves’ tools.
  LXT 44: Court of the Balance
  See pages 56-57 for the following information. A successful
  DC 15 Wisdom (Perception) check is required to reveal what
  appears to be a stack of hundreds of thing engraved platinum
  disks. Onyx, a young black dragon is in the room.
  In the hoard there is a cloak of protection, a wand of magic
  missiles, and two potions of fire resistance.
  Epilogue
  See pages 57-58 for the following information. If the heroes
  leap into the raging currents it will cause 21 (6d6 )
  bludgeoning damage and requires a successful DC 15
  Constitution saving throw six times. Each failure means one
  level of exhaustion.
  6
  CHAPTER 1 | DESPAIR
  
  Chapter Two: Flame
  You can find this chapter on page 59.
  Random Encounters on the
  Occupied Plains
  See pages 59-60 for the following information.
  d20
  Encounter
  1-2
  1d6 + 3 baaz draconians
  3-4
  1 wyvern
  5-7
  2 hobgoblins & 12 goblins
  8-10
  Coyote pack, (see below)
  11-13
  1d4 + 1 wights
  14-16
  1d3 griffons
  17-18
  1d3 trolls
  19-20
  1d4 + 3 dire wolves
  12 coyotes, use mastiff stats.
  Kapak Draconians
  See page 61 for the following information. There are nine
  male kapak draconians.
  Dragon Patrol
  See page 61 for the following information. There is a young
  red dragon and two kapak draconians.
  Occupied New Ports
  See page 62 for the following information. Sections of 12
  baaz draconians, or gangs of 20 goblins led by 4
  hobgoblins.
  Nearing Pax Tharkas
  See page 62 for the following information. There are four
  trolls, Gilthanas (playable character), and three Qualinesti elf
  scouts.
  Forest of Qualinesti
  See pages 62-63 for the following information. There are
  fifteen Qualinesti elf scouts and Porthios.
  People to Meet in Occupied Haven
  See page 63 for the following information. There is Tethys, a
  veteran bozak draconian and Inferno, an adult red dragon.
  Confrontation at the Gate
  See pages 63-64 for the following information. There are two
  baaz draconians, 12 baaz draconians, 20 goblins, and four
  hobgoblins.
  Town Confrontation
  See page 64 for the following information. There are 2-8
  kapak draconians.
  Kapak Bullies
  Kapak Bullies
  See pages 65-66 for the following information. There are 6
  kapak draconians, one with a skillet wound.
  Fewmaster Toede
  See page 66 for the following information. There are eight
  kapak draconians and Fewmaster Toede, a hobgoblin
  captain.
  People to Meet on the Road
  See pages 66-67 for the following information. There is
  Gilthanas, a playable character; Theros Ironfeld; Elistan;
  Fizban the Fabulous, an archmage; and Sestun, a gully dwarf
  bandit.
  The Elven Stranger
  See page 67 for the following information. The solid iron
  bars have AC 17, 10 hit points. They can be broken with a
  successful DC 20 Strength check. To open the locks requires
  a successful DC 25 Dexterity check with thieves’ tools.
  A Chilly Sunrise
  See pages 67-68 for the following information. Theros is at 0
  hit points, hasn’t succeeded or failed at death save yet.
  Fight for Freedom
  See pages 69-70 for the following information. There is
  Porthios, Gilthanas, Theros Ironfeld, and Qualinesti elf
  scouts. A successful DC 20 Wisdom (Perception) check
  uncovers a long sword.
  There are 20 goblins and 16 hobgoblins.
  People to Meet in Qualinesti
  See pages 70-71 for the following information. Solostaran (a
  knight with elven chain (AC 14), longsword, and dagger),
  Porthios, and Lauralanthalasa (Laurana) (playable
  character) can be found in Qualinesti.
  Porthios and the Scouts
  See page 71 for the following information. A successful DC
  20 Intelligence (History) check reveals that the scout captain
  is none other than Gilthanas’ older brother: Porthios.
  Qualinost
  See page 72 for the following information. Authority figures
  are Solostaran and Porthios. Important characters are
  Senator Rashas; elf noble and Lauralanthalasa.
  Wildrunners consist of 18 elf veterans, 35 elf thugs, and 390
  elf guards, all equipped with longbows, longsword, and chain
  shirts.
  Raid
  See pages 76-77 for the following information. There is
  Fewmaster Toede (hobgoblin captain), a wyvern, and six
  kapak draconians. On the first round of combat, make a
  Dexterity (Stealth) check for the wyvern.
  7
  CHAPTER 2 | FLAME
  
  A dozen elven guards armed with longbows, longswords, and
  chain shirts arrive to help the heroes in four rounds.
  Sense Motive: Eben's Deception
  See page 77 for the following information. If a hero requests
  a Wisdom (Insight) check against Eben, consult the following:
  DC 19 and below: The hero doesn’t believe there to be any
  intentional deception.
  DC 20: Eben doesn’t seem all that injured, but maybe the
  bruise on his head rattled him.
  DC 23: Eben is not being entirely forthright, but the hero
  can’t quite put his finger on how or why.
  DC 28: Something is very, very wrong. Eben is being
  downright dishonest about something—something tells the
  hero not to trust him.
  Leaving Qualinesti
  See pages 77-78 for the following information. There is Eben
  Shatterstone and eight baaz draconians.
  Troll Guards
  See page 78 for the following information. There are three
  trolls. The shield is nonmagical, gloves are gloves of thievery.
  Random Encounters in Sla-Mori
  See page 78 for the following information.
  d20
  Encounter
  1-3
  1d3 cloakers
  4-7
  1d4 + 1 gricks
  8-10
  2 rust monsters
  11-14
  1 phase spider
  15-17
  1 swarm of insects
  18-20
  2d4 horaxes
  SM 4: Hall of the Ancients
  See pages 78-79 for the following information. The sword is
  Wyrmslayer.
  Wyrmslayer
  Weapon (longsword), very rare
  You gain a +2 bonus to attack and damage rolls made with
  this weapon. Upon a hit against a dragon, it deals an extra
  3d6 slashing damage and you have advantage on saving
  throws against all dragon spells and breath weapon attacks.
  Also, the sword is immune to the death throes of baaz
  draconians. It also has the unusual property of buzzing loudly
  whenever a dragon is within 30 feet of it, and this noise is
  loud enough to be heard by and awaken dragons within 300
  feet.
  SM 5: The Closed Corridor
  See pages 79-80 for the following information. There is a
  grick alpha.
  SM6: The Chamber of Doom
  SM6: The Chamber of Doom
  See page 80 for the following information. There is a
  specter.
  SM 7: The Sliding Wall
  See page 80 for the following information. To notice the
  secret door requires a successful DC 20 Wisdom
  (Perception) check.
  To find the trap requires a successful DC 20 Intelligence
  (Investigation) check. To disable it requires a successful DC
  20 Dexterity check with thieves’ tools. To avoid the trap
  requires a successful DC 10 Dexterity saving throw to leap
  through before it closes if within 5 ft. of it.
  Once triggered, the stone wall can be moved by a
  successful DC 25 Strength check. The wall has AC 17 and
  180 hit points.
  There are three gargoyles.
  SM 8: Royal Crypts
  See pages 80-81 for the following information. There are 20
  human zombies, 20 elf zombies, and 12 dwarf zombies.
  SM 9: Hall of Columns
  See page 81 for the following information. To find the secret
  door requires a successful DC 20 Wisdom (Perception)
  check.
  SM 10: Pit Trap
  See page 81 for the following information. To find the trap
  requires a successful DC 15 Wisdom (Perception) check. To
  disable the trap requires a successful DC 15 Dexterity check
  with thieves’ tools. Those falling into the pit receive 17 (5d6)
  bludgeoning damage.
  SM 11: Chain and Support
  See page 81 for the following information. To climb the chain
  requires a successful DC 15 Strength (Athletics) check. The
  two secret doors in the room can be found with a successful
  DC 20 Wisdom (Perception) check.
  SM 12: Treasure Vault
  See pages 81-82 for the following information. There is a
  banshee. The magical items in the treasure are boots of
  elvenkind, cloak of elvenkind, gloves of thievery, and amulet of
  animal transformation (fox).
  Amulet of Animal Transformation (Fox)
  Wondrous item, uncommon
  Once per day, you can polymorph into a fox, use hyena stats.
  You can remain in fox form for 3 hours.
  SM 13: To Pax Tharkas
  See page 82 for the following information. To find the secret
  door requires a successful DC 20 Wisdom (Perception)
  check.
  8
  CHAPTER 2 | FLAME
  
  Random Encounters in Pax Tharkas
  See page 82 for the following information. The random
  encounter is four hobgoblins.
  People to Meet in Lower Pax
  Tharkas
  See pages 82-83 for the following information. There is
  Highklahd Drooth, a gully dwarf noble with padded armor
  and dagger and Maritta the Seamstress, a commoner.
  PT 2: Guardroom
  See page 83 for the following information. To hear the voices
  requires a successful DC 15 Wisdom (Perception) check.
  There are six kapak draconians and Laurana (playable
  character).
  PT 3: Women's Prison #1
  See page 83 for the following information. To pick the lock
  requires a successful DC 15 Dexterity check with thieves’
  tools.
  PT 5: Maidens
  See page 83 for the following information. To pick the lock
  requires a successful DC 15 Dexterity check with thieves’
  tools.
  PT 7: Storage
  See page 86 for the following information. To pick the lock
  requires a successful DC 15 Dexterity check with thieves’
  tools.
  People to Meet in Mid-Level Pax
  Tharkas
  See pages 86-87 for the following information. There is
  Dragon Highlord Verminaard; Ember (Pyros), an adult red
  dragon; Flamestrike (Matafleur), an ancient red dragon, and
  Galang, a hobgoblin martial arts adept.
  PT 8: Upper Hallwau
  See page 87 for the following information. There are two
  hobgoblins.
  PT 9: Reception Room
  See page 87 for the following information. There are five
  kapan draconians.
  PT 12: Mid-Level Guardroom
  See page 88 for the following information. To hear the
  laughter requires a successful DC 10 Wisdom (Perception)
  check. There are 28 hobgoblins.
  PT 13: Prison Cell
  See pages 88-89 for the following information. To lock has
  AC 19 and 10 hit points. To open the lock requires a
  successful DC 25 Dexterity check with thieves’ tools.
  Sestun is a gully dwarf bandit.
  PT 14: Throne Room
  PT 14: Throne Room
  See pages 89-90 for the following information. To pick the
  lock, if the door is locked, requires a successful DC 20
  Dexterity check with thieves’ tools.
  There is Ember, an adult red dragon, Verminaard, and six
  kapak draconians.
  Anyone within five feet of the chain must make a DC 15
  Dexterity saving throw or receive 17 (5d6) bludgeoning
  damage from the fast-moving chain.
  PT 15-17: Verminaard's Quarters
  See page 90 for the following information. The door has AC
  17 and 20 hit points. To pick the lock requires a successful
  DC 20 Dexterity check with thieves’ tools.
  PT 16: Private Dining Room
  See page 90 for the following information. A successful DC
  15 Intelligence (History) check will recognize the second
  tapestry as a depiction of Neraka.
  Poison needle trap. If triggered, a creature within range
  takes 1 piercing damage and 11 (2d10) poison damage, and
  must succeed on a DC 15 Constitution saving throw or be
  poisoned for 1 hour. A successful DC 20 Intelligence
  (Investigation) check allows a character to deduce the trap’s
  presence from alterations made to the lock to accommodate
  the needle. A successful DC 15 Dexterity check using thieves’
  tools disarms the trap.
  The treasure contains two potions of greater healing, one
  potion of gaseous form, and one potion of invisibility.
  PT 17: Verminaard's Bedchamber
  See pages 90-91 for the following information. The trap is a
  glyph of warding. The glyph is bestow curse as a 4th-level
  spell with a DC of 15. To find the glyph requires a successful
  DC 15 Intelligence (Investigation) check.
  The treasure contains two spell scrolls of cure wounds, a
  spell scroll of prayer, a spell scroll of find traps, and a spell
  scroll of augury.
  PT 18: Children's Playroom
  See page 91 for the following information. To lift the beam
  requires a successful DC 17 Strength check. There are six
  kapak draconians.
  PT 20: Chamber of the Nursemaid
  See pages 91-92 for the following information. A successful
  DC 5 Dexterity (Stealth) check is required to keep the dragon
  asleep. A successful DC 15 Charisma (Persuasion) check
  ensures that the children will be ready to follow the heroes.
  Flamestrike is an ancient red dragon.
  PT 28: The Great Wall
  See page 92 for the following information. To move the
  massive winches requires a successful DC 25 Strength
  check.
  9
  CHAPTER 2 | FLAME
  
  PT 29: Western Hallway
  See page 92 for the following information. To pick the lock
  requires a successful DC 20 Dexterity check with thieves’
  tools.
  PT 30: Western Guardroom
  See pages 92-93 for the following information. To hear the
  voices requires a successful DC 17 Wisdom (Perception)
  check.
  There are seven hobgoblins and Galang, a hobgoblin
  martial adept.
  PT 31: Large Prison
  See page 93 for the following information. To pick the lock
  requires a successful DC 25 Dexterity check with thieves’
  tools.
  PT 32: Monster Mess Hall
  See page 93 for the following information. There are six
  hobgoblins and seven baaz draconians.
  PT 34: Armory
  See page 94 for the following information. To pick the lock
  requires a successful DC 20 Dexterity check with thieves’
  tools.
  PT 23: Upper Landing
  See page 94 for the following information. To find the secret
  door requires a successful DC 15 Wisdom (Perception)
  check.
  PT 25: Balcony
  See page 95 for the following information. To figure out
  there’s a dragon at the bottom of the pit requires a successful
  DC 15 Knowledge (Arcana) check.
  Ember is an adult red dragon.
  PT 27: Gate-Blocking Mechanism
  See page 95 for the following information. To release the
  chain requires a successful DC 17 Strength check.
  10
  CHAPTER 2 | FLAME
  
  Chapter Three: Hope
  You can find this chapter on page 98.
  Escape from Pax Tharkas
  See pages 103-104 for the following information. There are
  eight baaz draconians.
  TM 3: Southern Road
  See page 104 for the following information. To spot the
  tracks requires a successful DC 5 Wisdom (Perception)
  check and to tell the tracks are somewhat fresh requires a
  successful DC 15 Wisdom (Survival) check.
  Zirkan
  See page 105 for the following information. There are 12
  neidar dwarf guards with studded leather armor and
  battleaxes and Zirkan, a neidar dwarf veteran with chain
  shirt, shield (AC 16), battleaxe, and light crossbow.
  Neidar Village
  See pages 105-106 for the following information. There are
  50 neidar dwarf guards with studded leather armor and
  battleaxes and Stenkast, a neidar dwarf veteran with chain
  shirt, shield (AC 16), battleaxe, and light crossbow.
  There is a +1 battleaxe.
  PT 10: Honey Cliffs
  See page 106 for the following information. There are 10
  giant bees.
  PT 11: Ice Cathedral
  See page 106 for the following information. To climb the hill
  requires a successful DC 15 Strength (Athletics) check.
  PT 13: Dirken Canyon
  See pages 106-107 for the following information. To scaled
  the glacier requires a successful DC 15 Strength (Athletics)
  check.
  PT 28: Trampled Plain
  See page 108 for the following information. To tell the tracks
  are draconian requires a successful DC 15 Wisdom
  (Survival) check.
  PT 30: Plains of Dergoth
  See pages 108-109 for the following information. Locating
  the path requires a successful DC 20 Wisdom (Survival)
  check.
  The Restless Dead
  See page 109 for the following information. There are four
  dwarven ghosts.
  Rotten Vegetation
  Rotten Vegetation
  See page 109 for the following information. There is a
  shambling mound.
  To find the hole in the ground requires a successful DC 10
  Wisdom (Perception) check.
  A successful DC 20 Wisdom (Perception) check will
  uncover a reddish iron ring etched with flames which is a
  ring of fire resistance.
  Random Encounters in the
  Tharkadan Mountains
  See pages 109-110 for the following information.
  d20 Encounter
  1
  Ember, an adult red dragon, attacks, (see below)
  2-3
  2d4 dire wolves
  4-5
  1 giant boar
  6-7
  1d3 + 1 owlbears
  8-9
  Snow squall, (see below)
  10-12 3d6 goblins
  13-14 Avalanche, (see below)
  15-16 1 stone giant, (see below)
  17-18 Bison herd, (see below)
  19-20 2d4 winter wolves, (see below)
  Ember Attacks
  See page 110 for the following information. There is Ember,
  an adult red dragon and Verminaard.
  Stone Giant
  See pages 110-111 for the following information. There is a
  stone giant.
  Bison Herd
  See page 111 for the following information. There are many
  bisons, use cow stats.
  Winter Wolves
  See page 111 for the following information. There are four
  winter wolves.
  Canyon Ambush
  See page 112 for the following information. There are three
  kapak draconians and 10 baaz draconians.
  Fizban's Fabulous Snow Fort
  See pages 112-113 for the following information. There are
  200 baaz draconians.
  Ogre Attack
  See page 113 for the following information. There are seven
  ogres.
  11
  CHAPTER 3 | HOPE
  
  People to Meet in the Steam
  Caverns
  See page 113 for the following information. Highphulph is a
  gully dwarf noble with padded armor and a dagger.
  Environmental Conditions
  See page 114 for the following information. Heroes
  acclimated to heat and must succeed on a Constitution
  saving throw at the end of each hour or gain one level of
  exhaustion. The DC is 5 for the first hour and increases by 1
  for each additional hour. Creatures wearing medium or heavy
  armor, or who are clad in heavy clothing, have disadvantage
  on the saving throw. Creatures with resistance or immunity
  to fire damage automatically succeed on the saving throw, as
  do creatures naturally adapted to hot climates.
  People to Mee in Skullcap
  See page 116 for the following information. Whisper is an
  ancient black shadow dragon. Blaize is an adult brass
  dragon. There is also The Remnant of Fistandantilus and
  The Spirit of Grallen.
  SC B: Eyes of the Dead
  See pages 116-117 for the following information. To descend
  the tunnel requires a successful DC 10 Strength (Athletics)
  check.
  SC C: Rubble Crater
  See page 117 for the following information. To climb the
  shaft requires a successful DC 20 Strength (Athletics) check.
  SC 3: Generals' Way
  See page 117 for the following information. There is a
  specter.
  SC 5: Armory
  See page 117 for the following information. Nothing else
  than dispel magic will dispel the gray hemisphere, a
  successful DC 15 Intelligence (Arcana) check reveals this.
  Blaize is an adult brass dragon.
  In the treasure the shields are nonmagical, javelins are
  nonmagical, the two cloaks are cloaks of protection.
  Arrow Slits
  See page 117 for the following information. There are 12
  wights.
  Lair of the Shadow
  See pages 117-118 for the following information. Whisper is
  an ancient black shadow dragon.
  In the treasure there is a +1 studded leather armor, a +1
  chain mail, two potions of clairvoyance, and boots of
  levitation.
  Ballroom
  Ballroom
  See page 118 for the following information. There are five
  wights.
  Altar
  See page 118 for the following information. The longsword is
  nonmagical.
  SC 17: Twisted Iron Stairs
  See page 119 for the following information. To climb down
  requires five successful DC 10 Strength (Athletics) checks. If
  a hero fails the check by more than 5, he has three chances to
  make a DC 15 Dexterity saving throw. On a success he needs
  to make a successful DC 5 Strength (Athletics) check to
  firmly plant his feet back on the staircase.
  Once the heroes have reached the end of the stairs, they
  can make a successful DC 20 Strength (Athletics) check to
  make it the rest of the way, or they can easily tie off ropes to
  descend the rest of the way with a successful DC 5 Strength
  (Athletics) check.
  A successful DC 20 Wisdom (Insight) check will assure a
  perceptive hero that the young dragon really does intend to
  wait for them.
  SC 18: Crevasse Climb
  See page 119 for the following information. There are six
  horaxes. Any time the heroes take damage, they must make a
  successful DC 10 Strength (Athletics) check in order to
  remain on the stairs.
  The tunnel is large enough for one Medium creature to
  crawl through with a successful DC 10 Strength (Athletics)
  check.
  SC 19: Collapsed Floors
  See pages 119-120 for the following information. There are
  three skeletal warriors.
  A successful DC 20 Strength (Athletics) check will allow
  the heroes to lower themselves into the hole.
  SC 21: Man with a Key
  See page 120 for the following information. There is an
  ochre jelly. Make a Dexterity (Stealth) check for the ochre
  jelly.
  SC 23: Crystal Maze East
  See pages 120-121 for the following information. The DC to
  dispel the illusions is 15. There is an iron pyrohydra and two
  invisible stalkers.
  A successful DC 20 Wisdom (Perception) check allows the
  heroes to notice the location of one or more bridges.
  SC 24: Crystal Maze West
  See pages 120-121 for the following information. There is an
  iron pyrohydra with three heads and two invisible stalkers.
  12
  CHAPTER 3 | HOPE
  
  SC 26a, b: Fireball Hall
  See page 121 for the following information. Fireball trap has
  saving throw DC of 15, it deals 28 (8d6) fire damage. To find
  the trap requires a successful DC 20 Wisdom (Perception)
  check. To disable it requires a successful DC 20 Dexterity
  check with thieves’ tools.
  SC 27: Trap Room
  See pages 121-122 for the following information. There is a
  stone golem.
  SC 28: Alcove
  See page 122 for the following information. The doors have
  AC 17 and 60 hit points. They break on a successful DC 25
  Strength check.
  SC 29: Rites of Passage
  See page 122 for the following information. The doors have
  AC 17 and 60 hit points. They break on a successful DC 25
  Strength check.
  The magic effects can be prevented using dispel magic
  with a DC of 19. To locate the keyholes requires a successful
  DC 15 Wisdom (Perception) check.
  The second pair of statues casts an area dispel magic as a
  3rd level spell. The third pair casts suggestion with a DC of
  15 on anyone passing through.
  Chamber of Fistandantilus
  See page 122 for the following information. There is
  remnant of Fistandantilus.
  Treasure Junction
  See page 123 for the following information. The iron doors
  have AC 19 and 60 hit points. They can be broken with a
  successful DC 25 Strength check.
  To find the secret keyholes requires a successful DC 20
  Wisdom (Perception) check.
  East Treasure
  See page 123 for the following information. The scimitar is
  nonmagical.
  West Treasure
  See page 123 for the following information. There is a
  dwarven plate, and the helm of Grallen.
  Helm of Grallen
  Wondrous item, very rare
  The helm of Grallen is a dwarven helm set with seven large
  gems (1,000 stl each). If you are killed, your soul is instantly
  transferred into one of the gems. The helm was made for
  Grallen, Prince of the Mountain Dwarves and son of the great
  dwarven king Duncan, when he rode to fight Fistandantilus
  in the Dwarfgate War.
  13
  CHAPTER 3 | HOPE
  
  Chapter Four: Desolation
  You can find this chapter on page 125.
  Northgate of Thorbardin
  See page 126 for the following information. To find the secret
  door requires a successful DC 25 Wisdom (Perception)
  check. To open the door requires a successful DC 25
  Intelligence (Investigation) check. The door can be destroyed
  with 15 points of fire damage in a single round from magical
  fire (such as a fireball spell).
  Anyone standing in front of the door as it opens must make
  a successful DC 15 Dexterity saving throw to avoid falling off
  the cliff.
  Transport Shafts
  See page 127 for the following information. To climb the
  chain requires a successful DC 5 Strength (Athletics) check.
  To get onto the chain or into a bucket in a deserted area, a
  character must jump ten feet from the edge and catch a chain
  with a successful DC 10 Strength (Athletics) check. If the
  check fails, the hero makes a DC 10 Dexterity saving throw
  or falls. If the save succeeds, he catches a chain but suffers 7
  (2d6) bludgeoning damage. If the saving throw fails, a second
  DC 10 Dexterity saving throw must be made or the character
  falls.
  Random Encounters in Northgate
  See pages 127-128 for the following information.
  d20
  Encounter
  1-2
  1d3 umber hulks
  3-6
  1 cloaker
  7-10
  3d10 darkmantles
  11-14
  1d3 + 2 ghasts
  15-18
  2d4 carrion crawlers
  19-20
  1d3 + 1 cave fishers
  Dwarfgate
  See page 128 for the following information. Krothgar is a
  veteran with plate, shield (AC 20), battleaxe, and heavy
  crossbow. A successful DC 15 Wisdom (Insight) check will
  indicate that Krothgar seems nervous.
  There are four umber hulks.
  Arman Kharas
  See pages 128-129 for the following information. Arman
  Kharas is a veteran with plate, shield (AC 20), battleaxe, and
  heavy crossbow, Challenge 4 (1,100 XP). There are 12 Hylar
  warriors, mountain dwarf guards with chain mail, shield (AC
  18), warhammers, and light crossbows, Challenge 1/4 (50
  XP).
  If the heroes present the helm of Grallen from Skullcap,
  they gain an advantage on Charisma (Persuasion) checks
  towards Arman.
  Prisoners
  Prisoners
  See pages 129-130 for the following information. There are
  10 Theiwar warriors, guards with chain mail, shields (AC 18),
  battleaxes, and light crossbows, Challenge 1/4 (50 XP). The
  Theiwar captain is a veteran with plate, shield (AC 20),
  battleaxe, and heavy crossbow, Challenge 4 (1,100 XP). Pick
  is a guard.
  Anvil's Echo
  See page 130 for the following information. There is a roper.
  Attack of the Theiwar
  See page 130 for the following information. There are 60
  Theiwar warriors, guards with chain mail, shields (AC 18),
  battleaxes, and light crossbows, Challenge 1/4 (50 XP); 14
  Theiwar captains, veterans with plate, shields (AC 20),
  battleaxes, and heavy crossbows, Challenge 4 (1,100 XP); a
  Theiwar warleader, a knight with plate, shield (AC 20),
  battleaxe, and heavy crossbow, Challenge 4 (1,100 XP);
  Arman Kharas, a veteran with plate, shield (AC 20),
  battleaxe, and heavy crossbow, Challenge 4 (1,100 XP); 12
  Hylar warriors, guards with chain mail, shields (AC 18),
  warhammers, and light crossbows, Challenge 1/4 (50 XP);
  Pick, a guard, and four Hylar prisoners, commoners.
  Allow the heroes to make a successful DC 15 Wisdom
  (Perception) check to avoid surprise.
  Moving Through the North Hall of
  Justice
  See page 131 for the following information. Each hero needs
  to make a successful DC 10 Dexterity (Stealth) check once
  every two minutes.
  On the fourth and fifth failures, everyone must make a
  successful DC 10 Dexterity (Stealth) check or be spotted.
  Fiendish Whisper Spider
  See page 132 for the following information. Arkys is a
  fiendish whisper spider. Use drider statistics, Arkys doesn’t
  have an elf upper body, no fey ancestry or innate spellcasting
  traits. It doesn’t have longsword or longbow either. It makes
  two bite attacks.
  Falling stone trap will require all targets in a 20 ft. by 20 ft.
  area making a DC 20 Dexterity saving throw or receive 28
  (8d6) bludgeoning damage. To find the trap requires a
  successful DC 23 Wisdom (Perception) check. To disable the
  trap requires a successful DC 15 Intelligence (Investigation)
  check.
  Theiwar Alert
  See page 132 for the following information. There are 20
  Theiwar warriors, guards with chain mail, shields (AC 18),
  battleaxes, and light crossbows, Challenge 1/4 (50 XP); a
  Theiwar captain, a veteran with plate, shield (AC 20),
  battleaxe, and heavy crossbow, Challenge 4 (1,100 XP); and a
  dark dwarf savant, a mage.
  14
  CHAPTER 4 | DESOLATION
  
  Shrieker Sentries
  See pages 132-133 for the following information. There are
  four shriekers; 37 Hylar warriors, guards with chain mail,
  shield (AC 18), warhammers, and light crossbows, Challenge
  1/4 (50 XP); and three Hylar captains, veterans with plate,
  shields (AC 20), warhammers, and heavy crossbows,
  Challenge 4 (1,100 XP).
  Theiwar Defenders
  See page 133 for the following information. A successful DC
  15 Wisdom (Perception) prevents a surprise round. There are
  20 Theiwar warriors, guards with chain mail, shields (AC 18),
  battleaxes, and light crossbows, Challenge 1/4 (50 XP); a
  Theiwar captain, a veteran with plate, shield (AC 20),
  battleaxe, and heavy crossbow, Challenge 4 (1,100 XP); and a
  dark dwarf savant, a mage. Two minutes later there are 30
  Theiwar warriors, guards with chain mail, shields (AC 18),
  battleaxes, and light crossbows, Challenge 1/4 (50 XP); two
  Theiwar captains, veterans with plate, shields (AC 20),
  battleaxes, and heavy crossbows, Challenge 4 (1,100 XP); and
  a dark dwarf savant, a mage.
  The Major Thanes of Thorbardin
  See pages 133-134 for the following information. Glade
  Hornfel Kytil is a knight with plate, shield (AC 20),
  warhammer, and heavy crossbow, Challenge 4 (1,100 XP).
  Raelgar Ironface is a mage, and Rance Coalmount is a
  knight with plate, shield (AC 20), battleaxe, and heavy
  crossbow, Challenge 4 (1,100 XP).
  The Council of the Thanes
  See pages 135-136 for the following information. Any hero
  making a successful DC 13 Wisdom (Perception) check will
  notice the venomous looks Arman and Raelgar traded.
  Sense Motive: Raelgar's Rebuttal
  See page 135 for the following information. A successful DC
  15 Wisdom (Insight) check reveals that that speech may have
  tipped the mood of the room against the heroes. A successful
  DC 20 Wisdom (Insight) check reveals that Raelgar isn’t
  bluffing. A successful DC 25 Wisdom (Insight) check reveals
  that Raelgar hit every point spot on.
  Kalil S'Rith
  See page 136 for the following information. The rain and fog
  causes disadvantage to all Wisdom (Perception) checks.
  Things That Happen in the Valley of
  the Thanes
  See page 136 for the following information. Tomb plugs are
  made of thick stone, AC 17, 90 hit points, a successful DC 25
  Strength check breaks them.
  Tomb of Rakthar
  See pages 136-137 for the following information. There is
  Rakhtar, a mummy, 20 dwarven skeletons, and 19 ghouls.
  Tomb of Spectres
  Tomb of Spectres
  See page 137 for the following information. There are two
  mummies, eight ghouls, and a specter.
  Bloodragers
  See page 137 for the following information. There are seven
  dire wolves.
  The Tomb of Grallen
  See page 137 for the following information. If someone dons
  the helm, he must make a successful DC 20 Wisdom saving
  throw each round to resist removing the helm.
  The Broken Gateway
  See pages 137-138 for the following information. Each piece
  can be uncovered with a successful DC 10 Intelligence
  (Investigation) check. To fit the nine pieces requires a
  successful DC 15 Intelligence (Investigation) check.
  Important Notes on the Tomb
  See page 138 for the following information. The corridors
  are affected by the guards and wards spell. All doors are
  arcane locked. 15 doors (random) are covered by a silent
  image of a wall.
  If a hero falls down the shaft or off the tomb, he must make
  a successful DC 15 Dexterity saving throw or receive 7 (2d6)
  bludgeoning damage for every level he falls. If the hero falls
  from the tomb, he will take 70 (20d6) bludgeoning damage
  when he hits the lake below.
  DT 2: Lower Gallery & Stairs
  See page 138 for the following information. A hero traversing
  the stairway has to make a successful DC 12 Dexterity saving
  throw or fall prone. Any hero who is in the path of the fallen
  hero must make a DC 12 Dexterity saving throw or fall prone.
  DT 3: Hall of Enemies
  See pages 138-139 for the following information. The
  breastplate is a +1 breastplate, the battleaxe, two daggers,
  and the greataxe are nonmagical. There is a ring of evasion
  and a ring of fire resistance.
  DT 7: Fountain of Time
  See pages 139-140 for the following information. To know
  the dwarf meets the general description of Kharas requires a
  successful DC 20 Intelligence (History) check.
  DT 9: Banquet Hall
  See page 141 for the following information. There are
  glasses of Arcanist.
  DT 10: Grand Overlook
  See page 141 for the following information. If the floor
  collapses, the hero must make a successful DC 16 Dexterity
  saving throw or fall, taking 7 (2d6) bludgeoning damage.
  15
  CHAPTER 4 | DESOLATION
  
  DT 12: Tipping Path
  See page 141 for the following information. Those walking
  across the 50 foot bridge must make a successful DC 5
  Dexterity (Acrobatics) check for every 10 feet of movement.
  Anyone on the bridge when it flips must make a successful
  DC 15 Dexterity saving throw to grab a cross bar and a
  successful DC 10 Strength saving throw to hold on. If either
  check fails, the hero falls, taking 14 (4d6) bludgeoning
  damage.
  DT 15: Shrine of Reorx the Forge
  See page 141 for the following information. The three items
  on the altar are a potion of superior healing, a spell scroll of
  remove curse, and a spell scroll of prayer. There is no incense
  of meditation.
  DT 19: Unseen Danger
  See page 142 for the following information. To find the
  swinging log trap requires a successful DC 20 Wisdom
  (Perception) check, to disable it requires a DC 20 Intelligence
  (Investigation) check. If the trap is triggered, the victim must
  make a successful DC 15 Dexterity saving throw, or receive
  10 (3d6) bludgeoning damage.
  DT 20: Courtyard
  See page 142 for the following information. There are three
  wyverns.
  DT 21: Pilgrim's Hostel
  See page 142 for the following information. The plate mail is
  nonmagical.
  DT 22: Lonely Vigil
  See page 142 for the following information. Any hero
  interacting with the water is allowed a DC 15 Wisdom saving
  throw to see through the illusion.
  The wooden cylinder contains a spell scroll of flame
  arrows, a spell scroll of fire shield, and a spell scroll of haste.
  DT 23: Dilemma
  See page 142 for the following information. To spot a small
  piece of wood requires a successful DC 20 Wisdom
  (Perception) check. At the top there is a potion of heroism
  and a wand of lightning bolts.
  DT 24: Vestibule
  See page 142 for the following information. To recognize the
  heraldic crest on the ring requires a successful DC 20
  Intelligence (History) check.
  There is no potion of obscuring mist.
  DT 25: Ruby Chamber of the
  Hammer
  See pages 142-143 for the following information. This is the
  hammer of Kharas. The cord has AC 18 and 4 hit points.
  DT 27: Test of Determination
  DT 27: Test of Determination
  See page 143 for the following information. To hand-over-
  hand cross the bridge requires three successful DC 10
  Strength (Athletics) checks. Walking across requires two DC
  15 Dexterity (Acrobatics) checks.
  DT 28: Robber's Trap
  See page 143 for the following information. To find the
  descending flames trap requires a successful DC 15 Wisdom
  (Perception) check, to disable the device requires a
  successful DC 20 Dexterity check with thieves’ tools. The
  flame causes 3 (1d6) fire damage each round it occupies the
  same square as a player.
  To find the secret door requires a successful DC 20
  Wisdom (Perception) check.
  DT 29: Duncan's Final Peace
  See page 143 for the following information. Duncan’s golden
  plate is a +2 plate. The armor is cursed for any who steals it;
  one round per day, all creatures attacking the hero wearing
  the plate have advantage on their attack rolls at a critical
  moment in battle chosen by the DM. A +1 greataxe and a ring
  of protection are also on the stand.
  Raging Ember
  See pages 143-144 for the following information. Ember is
  an adult red dragon (120 hit points remaining), Evenstar is
  an ancient gold dragon.
  Throwing the statuettes to the ground while saying the
  command words, will conjure a riding horse with riding
  saddle and bit and bridle for six hours. Each mount has the
  ability to feather fall once per day. As the heroes mount to
  flee, the riders must make a DC 10 Wisdom (Animal
  Handling) check or will be thrown from the saddle. There are
  six young red dragons.
  Daegar Spearmen
  See pages 144-145 for the following information. Henrik
  Quartzhall is a knight with plate, shield (AC 20), battleaxe
  and gauntlets of ogre power (melee weapon attack +6, on a
  hit 9 (1d10 + 4) slashing damage, Challenge 4 (1,100 XP).
  There are 12 Daegar warriors, guards with chain mail,
  shields (AC 18), battleaxes, and spears, Challenge 1/4 (50
  XP); and a Daegar captain, a veteran with plate, shield (AC
  20), battleaxe, and spear, Challenge 4 (1,100 XP).
  Dungeon of Daegar
  See page 145 for the following information. There are 10
  Daegar warriors, guards with chain mail, shields (AC 18),
  battleaxes, and spears, Challenge 1/4 (50 XP); and a Daegar
  captain, a veteran with plate, shield (AC 20), battleaxe, and
  spear, Challenge 4 (1,100 XP). The prisoners are
  commoners.
  16
  CHAPTER 4 | DESOLATION
  
  Thane Rance of the Daegar
  See page 145 for the following information. There are 60
  Daegar warriors, guards with chain mail, shields (AC 18),
  battleaxes, and spears, Challenge 1/4 (50 XP); six Daegar
  captains, veterans with plate, shields (AC 20), battleaxes, and
  spears, Challenge 4 (1,100 XP). Thane Rance is a knight with
  plate, shield (AC 20), battleaxe, and heavy crossbow,
  Challenge 4 (1,100 XP).
  Six combat rounds later, 30 baaz draconians and 10
  kapak draconians arrive.
  Temple of the Stars
  See pages 145-147 for the following information. There is
  Verminaard; Arman Kharas (a veteran with plate, shield (AC
  20), battleaxe, and a heavy crossbow); Eben Shatterstone;
  eight Theiwar warriors, guards with chain mail, shields (AC
  18), battleaxes, and light crossbows, Challenge 1/4 (50 XP);
  eight ogres; ogre captain, an ogre; 20 baaz draconians; 10
  kapak draconians; and a fireshadow.
  17
  CHAPTER 4 | DESOLATION
  
  Appendix 1: Monsters and
  Men
  18
  Baaz Draconian
  Medium dragon (draconian), chaotic evil
  Armor Class 13 (chain shirt)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 11 (+0) 13 (+1) 8 (-1) 8 (-1) 10 (+0)
  Senses darkvision 120 ft., passive Perception 11
  Languages Common, Draconic
  Challenge 1/2 (100 XP)
  Glide. The baaz can use its wings to glide, negating
  any damage from a fall of any height. It can also
  travel horizontally up to four times the vertical
  distance it descends.
  Death Throes. When the baaz dies, it turns to stone
  instantly. If the killing blow was dealt with a
  slashing or piercing melee weapon, the creature
  dealing the killing blow must make a DC 10
  Dexterity saving throw. If it fails, its weapon is stuck
  in the petrified draconian and cannot be removed.
  The baaz crumbles to dust 1 minute after death.
  Items in the baaz’s possession are unaffected by
  the petrification and subsequent dissolution.
  Actions
  Longsword. Melee Weapon Attack: +2 to hit, reach
  5 ft., one target. Hit: 4 (1d8) slashing damage, or 5
  (1d10) slashing damage if used with two hands.
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 3 (1d6) piercing damage.
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 3 (1d6) slashing damage.
  Bozak Draconian
  Medium dragon (draconian), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 10 (+0) 12 (+1) 12 (+1) 10 (+0) 12 (+1)
  Skills Arcana +3, Perception +2
  Senses darkvision 120 ft., passive Perception 12
  Languages Common, Draconic
  Challenge 1 (200 XP)
  Glide. The bozak can use its wings to glide,
  negating any damage from a fall of any height. It
  can also travel horizontally up to four times the
  vertical distance it descends.
  Death Throes. When the bozak dies, it explodes and
  each creature within 10 feet of it must make a DC
  11 Dexterity saving throw, taking 7 (2d6) force
  damage, or half as much damage on a successful
  one.
  Spellcasting. The bozak is a 4th-level spellcaster. Its
  spellcasting ability is Charisma (save DC 11, +3 to
  hit with spell attacks). The bozak has the following
  sorcerer spells prepared:
  Cantrips (at will): light, mage hand, mending,
  resistance, shocking grasp
  1st level (4 slots): detect magic, fog cloud, magic
  missile, shield
  2nd level (3 slots): scorching ray
  Actions
  Multiattack. The bozak makes two attacks.
  Shortsword. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) piercing damage.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) slashing damage.
  APPENDIX 1 | MONSTERS AND MEN
  
  19
  Bozak Draconian
  Warlock of the Fiend
  Medium dragon (draconian), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 27 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4)
  Saving Throws Wis +4, Cha +7
  Skills Arcana +4, Deception +7, Perception +4,
  Persuasion +7, Religion +4
  Damage Resistances slashing damage from
  nonmagical attacks not made with silvered
  weapons
  Senses darkvision 120 ft., passive Perception 12
  Languages Common, Draconic
  Challenge 7 (2,900 XP)
  Glide. The bozak can use its wings to glide,
  negating any damage from a fall of any height. It
  can also travel horizontally up to four times the
  vertical distance it descends.
  Death Throes. When the bozak dies, it explodes and
  each creature within 10 feet of it must make a DC
  15 Dexterity saving throw, taking 7 (2d6) force
  damage, or half as much damage on a successful
  one.
  Innate Spellcasting. The warlock’s innate spellcasting
  is Charisma. It can innately cast the following spells
  (spell save DC 15), requiring no material
  components:
  At will: alter self, false life, levitate (self only), mage
  armor (self only), silent image
  1/day each: feeblemind, finger of death, plane shift
  Spellcasting. The warlock is a 17th-level spellcaster.
  Its spellcasting ability is Charisma (spell save DC
  15, +7 to hit with spell attacks). It regains its
  expended spell slots when it finishes a short or
  long rest. It knows the following warlock spells:
  Cantrips (at will): eldritch blast, fire bolt, friends,
  mage hand, minor illusion, prestidigitation,
  shocking grasp
  1st-5th level (4 5th-level slots): banishment,
  burning hand, flame strike, hellish rebuke, magic
  circle, scorching ray, scrying, stinking cloud,
  suggestion, wall of fire
  Dark One’s Own Luck (Recharges after a Short or
  Long Rest). When the warlock makes an ability
  check or saving throw, it can add d10 to the roll. It
  can do this after the roll is made but before any of
  the roll’s effects occur.
  Actions
  Multiattack. The warlock makes two attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) slashing damage.
  Eben Shatterstone
  Medium humanoid (human), chaotic neutral
  Armor Class 18 (breastplate, shield)
  Hit Points 22 (5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 16 (+3) 10 (+0) 15 (+2) 11 (+0) 16 (+3)
  Skills Deception +5, History +4, Persuasion +5
  Senses passive Perception 10
  Languages Abanasinian, Common, Goblin, Solamnic
  Challenge 1 (200 XP)
  Actions
  Multiattack. Eben makes two attacks.
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft..,
  one target. Hit: 6 (1d8 + 2) piercing damage.
  APPENDIX 1 | MONSTERS AND MEN
  
  20
  Elistan
  Medium humanoid (human), lawful good
  Armor Class 14 (chain shirt)
  Hit Points 38 (7d8 + 7)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 13 (+1) 13 (+1) 14 (+2) 17 (+3) 17 (+3)
  Saving Throws Wis +6, Cha +6
  Skills History +6, Medicine +6, Persuasion +6,
  Religion +6
  Senses passive Perception 13
  Languages Abanasinian, Common, Solamnic
  Challenge 1/4 (50 XP)
  Heathen Cleric. Elistan is a heathen cleric with no
  clerical powers, which means he cannot use any of
  his clerical abilities. When he studies the Disks of
  Mishakal, he will gain access to all 7th-level clerical
  abilities.
  Spellcasting. Elistan is a 7th-level spellcaster. His
  spellcasting ability is Wisdom (spell save DC 13, +5
  to hit with spell attacks). He has the following cleric
  spells prepared:
  Cantrips (at will): guidance, light, spare the dying,
  thaumaturgy
  1st level (4 slots): bless, cure wounds, detect evil
  and good, sanctuary
  2nd level (3 slots): calm emotions, lesser
  restoration, zone of truth
  3rd level (3 slots): dispel magic, magic circle
  4th level (1 slot): guardian of faith
  Actions
  Mace. Melee Weapon Attack: +5 to hit, reach 5 ft..,
  one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Fireshadow
  Huge undead, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 123 (13d12 + 39)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 9 (-1) 17 (+3) 17 (+3) 16 (+3) 18 (+4)
  Saving Throws Str +8, Cha +8
  Damage Vulnerabilities radiant
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Condition Immunities grappled, paralyzed, petrified,
  poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 13
  Languages Abyssal, Common (can’t speak),
  telepathy 60 ft.
  Challenge 10 (5,900 XP)
  Create Spawn. Any living creature who’s hit point
  maximum is reduced to 0 by the green flame of a
  fireshadow becomes a fireshadow within 1d4
  rounds. The new fireshadow is under the command
  of the fireshadow that created it and remains
  enslaved until its master’s destruction.
  Fiery Aura. Anyone within 10 feet of the fireshadow
  must succeed at a DC 15 Constitution saving throw
  or take 7 (2d6) fire damage from the creature’s
  green flames.
  Aversion to Sunlight. A fireshadow exposed to
  natural sunlight has disadvantage on all attack rolls
  and saving throws until the end of its next turn. In
  addition, the fireshadow takes 7 (2d6) radiant
  damage per round of exposure to sunlight.
  Actions
  Multiattack. The fireshadow makes three attacks:
  once with its bite and two with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
  one target. Hit: 13 (2d8 + 4) slashing damage plus
  7 (2d6) fire damage. In addition, the target must
  make a DC 15 Constitution saving throw or have its
  hit point maximum reduced by an amount equal to
  the damage taken. The target is on fire from the
  green flame and may repeat the saving throw at the
  start of its next turn to douse the flames.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
  one target. Hit: 11 (2d6 + 4) slashing damage plus
  7 (2d6) fire damage. In addition, the target must
  make a DC 15 Constitution saving throw or have its
  hit point maximum reduced by an amount equal to
  the damage taken. The target is on fire from the
  green flame and may repeat the saving throw at the
  start of its next turn to douse the flames.
  APPENDIX 1 | MONSTERS AND MEN
  
  21
  Ray of Oblivion (Recharge 5-6). The fireshadow
  projects an invisible ray affecting one target. The
  target must make a DC 18 Dexterity saving throw,
  taking 45 (13d6) necrotic damage on a failed save,
  or half as much damage on a successful one. A
  creature reduced to 0 hit points by this damage is
  disintegrated.
  Horax
  Medium beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft., burrow 20 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 16 (+3) 15 (+2) 1 (-5) 10 (+0) 3 (-4)
  Senses darkvision 60 ft., tremorsense 100 ft.,
  passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Pounce. If the horax moves at least 20 feet straight
  toward a creature and then hits it with a bite attack
  on the same turn, that target must succeed on a DC
  12 Strength saving throw or be knocked prone. If
  the target is prone, the horax can make two rake
  attacks against it as a bonus action.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Rake. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 5 (1d4 + 3) slashing damage.
  Iron Pyrohydra
  Huge construct, unaligned
  Armor Class 20 (natural armor)
  Hit Points 138 (12d12 + 60)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (-1)
  20 (+5)
  1 (-5)
  8 (-1)
  1 (-5)
  Damage Immunities electricity, fire, poison, psychic;
  bludgeoning, piercing, and slashing from
  nonmagical attacks that aren’t adamantine
  Damage Vulnerabilities cold
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 8 for one head (3,900 XP), 10 for three
  heads (5,900 XP)
  Fire Absorption. Whenever the pyrohydra is
  subjected to fire damage, it takes no damage and
  regains a number of hit points equal to the fire
  damage dealt.
  Multiple Heads. The pyrohydra has twelve heads.
  Whenever the pyrohydra takes 25 or more damage
  in a single turn, of its heads dies. If all its heads die,
  the pyrohydra dies.
  Reactive Heads. For each head the pyrohydra has
  beyond one, it gets an extra reaction that can be
  used only for opportunity attacks.
  Actions
  Multiattack. The pyrohydra makes as many bite and
  breath weapon attacks as it has heads.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
  one target. Hit: 10 (1d10 + 5) piercing damage.
  Fire Breath (Recharge 5-6 per Head). The pyrohydra
  exhales fire in a 20-foot line that is 5 feet wide.
  Each creature in that line must make a DC 17
  Dexterity saving throw, taking 10 (3d6) fire damage
  on a failed save, or half as much damage on a
  successful one.
  APPENDIX 1 | MONSTERS AND MEN
  
  22
  Kapak Draconian
  Medium dragon (draconian), lawful evil
  Armor Class 13 (studded leather armor)
  Hit Points 22 (4d8 + 4)
  Speed30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 13 (+1) 13 (+1) 8 (-1) 8 (-1) 11 (+0)
  Skills Perception +1, Stealth +5
  Senses darkvision 120 ft., passive Perception 11
  Languages Common, Draconic
  Challenge 1/2 (100 XP)
  Glide. The kapak can use its wings to glide, negating
  any damage from a fall of any height. It can also
  travel horizontally up to four times the vertical
  distance it descends.
  Death Throes. When the kapak dies, its body
  instantly dissolves into a 5-foot radius pool of acid.
  All creatures within this area suffer 4 (1d8) points
  of acid damage each round they remain in the pool.
  The acid evaporates in 1 minute. All armor,
  weapons, an items carried by the kapak suffer
  damage from the acid as well.
  Poison. The kapak’s poison doesn’t affect other
  kapaks.
  Sneak Attack (1/Turn). The kapak deals an extra 7
  (2d6) damage when it hits a target with a weapon
  attack and has advantage on the attack roll, or when
  the target is within 5 feet of an ally of the kapak
  that isn’t incapacitated and the kapak doesn’t have
  disadvantage on the roll.
  Actions
  Shortsword. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 4 (1d6 + 1) piercing damage
  and the target must make a DC 11 Constitution
  saving throw, becoming poisoned and paralyzed on
  a failed save for 10 minutes.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) piercing damage and
  the target must make a DC 11 Constitution saving
  throw, becoming poisoned and paralyzed on a
  failed save for 10 minutes.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) slashing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range
  80/320 ft., one target. Hit: 4 (1d6 + 1) piercing
  damage.
  Porthios-Kanan
  Medium humanoid (elf), lawful good
  Armor Class 16 (elven chain)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 15 (+2) 16 (+3) 14 (+2) 10 (+0) 17 (+3)
  Saving Throws Str +6, Con +5
  Skills Animal Handling +2, History +4, Perception
  +2, Persuasion +5
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Elvish, Sylvan
  Challenge 2 (450 XP)
  Fey Ancestry. Porthios has advantage on saving
  throws against being charmed, and magic can’t put
  him to sleep.
  Actions
  Multiattack. Porthios makes two attacks.
  Longsword. Melee Weapon Attack: +6 to hit, reach
  5 ft.., one target. Hit: 8 (1d8 + 4) slashing damage,
  or 9 (1d10 + 4) slashing damage if used with two
  hands.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 6
  (1d4 + 4) piercing damage.
  Leadership (Recharges after a Short or Long Rest). For
  1 minute, Porthios can utter a special command or
  warning whenever a nonhostile creature that he can
  see within 30 feet of him makes an attack roll or a
  saving throw. The creature can add a d4 to its roll
  provided it can hear and understand Porthios. A
  creature can benefit from only one Leadership die
  at a time. This effect ends if Porthios is
  incapacitated.
  APPENDIX 1 | MONSTERS AND MEN
  
  23
  Remnant of
  Fistandantilus
  Medium undead, chaotic evil
  Armor Class 13
  Hit Points 104 (16d8 + 32)
  Speed 40 ft., fly 80 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 20 (+5)
  Skills Arcana +4, Perception +4, Stealth +4
  Damage Resistances acid, fire, lightning, thunder;
  bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion,
  frightened, grappled, paralyzed, petrified,
  poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 14
  Languages Common
  Challenge 4 (1,00 XP)
  Incorporeal Movement. The remnant can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Sunlight Powerlessness. The remnant is powerless in
  natural sunlight. A remnant caught in sunlight can’t
  take reactions. For its actions, it can use only the
  Dash action to try to escape sunlight.
  Turn Resistance. The remnant has advantage on
  saving throws against any effect that turns undead.
  Actions
  Withering Touch. Melee Weapon Attack: +5 to hit,
  one target. Hit: 10 (2d6 + 3) necrotic damage. The
  targets hit points maximum is reduced by an
  amount equal to the necrotic damage taken, and
  the vampire regains hit points equal to that amount.
  The reduction lasts until the target finishes a long
  rest. The target dies if this effect reduces its hit
  point maximum to 0. An arcane spellcaster slain by
  this way becomes a remnant in 1 minute. Its body
  is consumed by a rush of magical forces and its
  spirit remains. Spawn are under the command of
  the remnant that created them and remain enslaved
  until the remnant’s death. The spawn do not
  possess any of the abilities they had in life.
  Spectral Minion Bandit
  Medium undead, lawful neutral
  Armor Class 13
  Hit Points 11 (2d8 + 2)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
  Damage Resistances acid, fire, lightning, thunder;
  bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion,
  frightened, grappled, paralyzed, petrified,
  poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 1/4 (50 XP)
  Incorporeal Movement. The spectral minion can
  move through other creatures and objects as if they
  were difficult terrain. It takes 5 (1d10) force
  damage if it ends its turn inside an object.
  Turn Immunity. The spectral minion is immune to
  effects that turn undead.
  Actions
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5
  ft.., one target. Hit: 6 (1d6 + 3) necrotic damage.
  Light Crossbow. Ranged Weapon Attack: +5 to hit,
  range 800/320 ft., one target. Hit: 7 (1d8 + 3)
  necrotic damage.
  APPENDIX 1 | MONSTERS AND MEN
  
  24
  Spectral Minion Bandit
  Captain
  Medium undead, lawful neutral
  Armor Class 17
  Hit Points 65 (10d8 + 20)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 20 (+5) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
  Saving Throws Str +4, Dex +7, Wis +2
  Skills Athletics +4, Deception +4
  Damage Resistances acid, fire, lightning, thunder;
  bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion,
  frightened, grappled, paralyzed, petrified,
  poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, any other language
  Challenge 4 (1,100 XP)
  Incorporeal Movement. The spectral minion can
  move through other creatures and objects as if they
  were difficult terrain. It takes 5 (1d10) force
  damage if it ends its turn inside an object.
  Turn Immunity. The spectral minion is immune to
  effects that turn undead.
  Actions
  Multiattack. The spectral minion makes three melee
  attacks: two with its scimitar and one with its
  dagger. Or the spectral minion makes two ranged
  attacks with its daggers.
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5
  ft.., one target. Hit: 8 (1d6 + 5) necrotic damage.
  Dagger. Melee or Ranged Weapon Attack: +7 to hit
  or range 20/60 ft., one target. Hit: 7 (1d4 + 5)
  necrotic damage.
  Reactions
  Parry. The spectral minion adds 2 to its AC against
  one melee attack that would hit it. To do so, the
  spectral minion must see the attacker and be
  wielding a melee weapon.
  Spectral Minion Guard
  Medium undead, lawful neutral
  Armor Class 13
  Hit Points 11 (2d8 + 2)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 16 (+3) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
  Skills Perception +2
  Damage Resistances acid, fire, lightning, thunder;
  bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion,
  frightened, grappled, paralyzed, petrified,
  poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages Common
  Challenge 1/4 (50 XP)
  Incorporeal Movement. The spectral minion can
  move through other creatures and objects as if they
  were difficult terrain. It takes 5 (1d10) force
  damage if it ends its turn inside an object.
  Turn Immunity. The spectral minion is immune to
  effects that turn undead.
  Actions
  Spear. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 6
  (1d6 + 3) necrotic damage.
  APPENDIX 1 | MONSTERS AND MEN
  
  25
  Theros Ironfeld
  Medium humanoid (human), neutral good
  Armor Class 17 (chain shirt, +1 shield)
  Hit Points 60 (11d8 + 11)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 12 (+1) 13 (+1) 12 (+1) 16 (+3) 9 (-1)
  Skills Athletics +5, History +4, Insight +5,
  Perception +5
  Senses passive Perception 15
  Tools Carpenter’s tools, smith’s tools, vehicles
  (water)
  Languages Abanasinian, Common
  Challenge 3 (700 XP)
  Skills. Theros’s smith’s tools proficiency bonus is
  +9.
  Actions
  Multiattack. Theros makes two melee attacks.
  +1 warhammer. Melee Weapon Attack: +6 to hit,
  reach 5 ft.., one target. Hit: 8 (1d8 + 4)
  bludgeoning damage, or 9 (1d10 + 4) bludgeoning
  damage if used with two hands.
  Verminaard
  Medium humanoid (human), lawful evil
  Armor Class 16 (red dragon scale mail, ring of
  protection)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 10 (+0) 15 (+2) 12 (+1) 17 (+3) 18 (+4)
  Saving Throws Wis +6, Cha +7
  Damage Resistances fire
  Skills Animal Handling +5, Intimidation +6,
  Persuasion +6, Religion +3
  Senses passive Perception 13
  Languages Common, Draconic, Nerakese
  Challenge 3 (700 XP)
  Special Equipment. Verminaard has red dragon scale
  mail, Nightbringer (+1 mace of blinding), whip, ring
  of protection, manacles, and medallion of faith
  (Takhisis).
  Spellcasting. Verminaard is an 8th-level spellcaster.
  His spellcasting ability is Wisdom (spell save DC
  13, +5 to hit with spell attacks). He has the
  following cleric spells prepared:
  Cantrips (at will): guidance, light, sacred flame
  1st level (4 slots): bane, cure wounds, protection
  from evil and good, sanctuary
  2nd level (3 slots): augury, enhance ability, hold
  person
  3rd level (3 slots): bestow curse, magic circle,
  speak with dead
  4th level (2 slots): death ward
  Actions
  Multiattack. Verminaard makes two melee attacks.
  Nightbringer. Melee Weapon Attack: +5 to hit, reach
  5 ft.., one target. Hit: 6 (1d6 + 3) bludgeoning
  damage and the target must succeed on a DC 15
  Constitution saving throw or be blinded for 1
  minute.
  Whip. Melee Weapon Attack: +4 to hit, reach 10 ft.,
  one target. Hit: 4 (1d4 + 2) slashing damage.
  Leadership (Recharges after a Short or Long Rest). For
  1 minute, Verminaard can utter a special command
  or warning whenever a nonhostile creature that he
  can see within 30 feet of him makes an attack roll
  or a saving throw. The creature can add a d4 to its
  roll provided it can hear and understand
  Verminaard. A creature can benefit from only one
  Leadership die at a time. This effect ends if
  Verminaard is incapacitated.
  APPENDIX 1 | MONSTERS AND MEN
  
  26
  White Stag
  Medium fey, lawful good
  Armor Class 17 (natural armor)
  Hit Points 32 (5d8 + 10)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 18 (+4) 14 (+2) 12 (+1) 18 (+4) 16 (+3)
  Skills Perception +6, Stealth +6, Survival +6
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 10
  Languages empathy
  Challenge 2 (450 XP)
  Divine Sanctity. Attacking the White Stag requires a
  successful DC 13 Wisdom saving throw, much like
  the sanctuary spell. If the White Stag attacks an
  opponent, this ability is suspended against that
  opponent until its next turn.
  Divine Strike (Recharges after a Long Rest). The
  White Stag may cause a single melee attack to deal
  double damage. If the White Stag’s melee attack is
  a critical hit, the divine strike makes triple damage.
  Empathy. The White Stag may communicate with
  any intelligent creature as if it possessed an
  empathic link with them.
  Innate Spellcasting. The White Stag’s innate
  spellcasting ability is Wisdom (spell save DC 14, +6
  to hit with spell attacks). The White Stag can
  innately cast the following spells, requiring no
  material components:
  1/day each: geas, heal, hold monster
  Magic Resistance. The White Stag has advantage on
  saving throws against spells and other magical
  effects.
  Actions
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Hooves. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 6 (1d4 + 4) bludgeoning
  damage.
  APPENDIX 1 | MONSTERS AND MEN
  
  Appendix 2: Heroes of the
  Lance
  Caramon Majere, Fighter 5
  History
  You are a giant of a warrior, Raistlin’s twin brother and
  Kitiara’s half-brother. You could not be more unlike your
  siblings. You are honest and open where Raistlin is cynical
  and reserved, friendly and compassionate where Kitiara is
  wild and passionate.
  The twins were born when Kitiara was eight. One twin was
  strong and healthy, but the other nearly died at birth. Because
  their mother was frail, it fell to Kitiara to raise the two. You,
  the first-born twin, showed yourself to be a warrior born. As
  you grew, you outstripped other boys your age, always being
  the tallest and strongest around. You quickly acquired fighting
  skills, and were soon a champion swordsman.
  Although the twin brothers were nothing alike, you loved
  your brother Raistlin dearly, and frequently protected him
  from bullies. When Raistlin discovered his natural aptitude
  for magic, no one was more pleased for him than you, even
  though Raistlin’s new studies made him a poor companion.
  As an outgoing and social person, you had many friends,
  including young Sturm Brightblade. One day, you met
  Tasslehoff Burrfoot, a kender, and so the twins became
  involved with the companions.
  You accompanied Tanis and Flint on trips in the
  Haven/Solace area, and grew into a powerful fighting man. At
  the age of twenty, you and Raistlin met with their companions
  in the Inn of the Last Home for what would be the last time in
  many long years. For Raistlin had been granted an
  opportunity to take the Test—an experience that would make
  him into a powerful mage . . . if he survived it. You, ever
  faithful, accompanied Raistlin. You have never talked about
  what happened there, but the Test created a darker bond
  between the two brothers.
  Personality
  You are easy-going, strong, and shy around women. You are
  trustworthy to a fault. You are not secretive (except about the
  Test) and have no inner doubts. Your one obsession is
  polishing your sword. You are very protective of your little
  brother and very fond of him, but you don’t understand him in
  the slightest. You are often embarrassed by your brother’s
  rudeness and apologize for him. Your motto is, ”There is no
  problem that cannot be solved by strength.” Money is nice,
  but not important.
  You are occasionally impulsive, and don’t always know your
  own strength. You are left-handed. Your intelligence is not
  great—in contrast to your brother. What you appear to be on
  the surface is what you are in your soul. Your only private
  depth lies in your love for your brother.
  You are a skilled outdoorsman as well as a fighter. Because
  of your great strength, you carry enough weapons and armor
  to be virtually a walking arsenal.
  You are content to follow Tanis’ lead, and deeply respect
  Sturm, though you wish both of them would loosen up a bit.
  Even through your shyness, you have begun to notice that
  Tika Waylan has matured from a freckle-faced kid into a
  good-looking woman.
  Appearance
  Height 6’, Weight 200 lb.
  Age 25, Birthday 17 Cor. 326
  Brown hair, brown eyes.
  27
  Medium humanoid (human), Champion martial
  archetype, lawful good
  Armor Class 18 (chain mail, shield)
  Hit Points 54 (Hit Dice 5d10 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 12 (+1) 18 (+4) 13 (+1) 12 (+1) 16 (+3)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Str +8, Con +7
  Skills Animal Handling +4, Intimidation +6,
  Perception +4, Survival +4
  Feats Athlete
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Playing card set
  Senses Passive Perception 14
  Languages Abanasinian, Camptalk, Common
  Attacks
  Multiattack. You can attack twice when you take this
  action, using the following:
  Longsword. Melee Weapon Attack: +8 to hit, reach
  5 ft., one target. Hit: 1d8 + 7 slashing damage, or
  1d10 + 7 slashing damage if used with two hands.
  Spear. Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d8 +
  7 piercing damage, or 1d10 + 7 piercing damage if
  used with two hands to make a melee attack.
  Dagger. Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  7 piercing damage.
  Fighter Features
  Fighting Style: Dueling. When you are wielding a
  melee weapon in one hand and no other weapons,
  you gain a +2 bonus to damage rolls with that
  weapon. (This is factored into the stat block.)
  Second Wind. On your turn, you can use a bonus
  action to regain 1d10 + 5 hit points. Once you use
  this feature, you must finish a short or long rest
  before you can use it again.
  APPENDIX 2 | HEROES OF THE LANCE
  
  Flint Fireforge
  History
  You are a grandfatherly dwarf, the oldest of the companions.
  You are a Neidar (Hill) Dwarf, born in the wilds of the
  Kharolis Mountains. Your father fought in the Dwarfgate
  Wars against the mountain dwarves, and told you many
  stories about that terrible conflict. After the Cataclysm,
  humans and hill dwarves sought refuge in the ancient
  dwarven kingdom of Thorbardin. The mountain dwarves,
  fearing they would be overrun, shut the gates of the kingdom,
  shutting out their kin, the Neidar, in the process. War raged
  for years, and both armies were obliterated in the final battle.
  The mountain dwarves who remained closed Thorbardin
  forever. The hill dwarves, shattered by the war, broke up into
  small clans. You were born into the poverty and hardship of
  your people, and grew up with a deep hatred of the mountain
  dwarves that had so betrayed your people.
  You learned your trade as a metalsmith from your father,
  and set out into the world when you became an adult. Your
  official reason for leaving was to find a more lucrative place
  to ply your trade, but secretly you dreamed of returning rich
  and powerful to reunite the Neidar Kingdom.
  Eventually, you moved to Solace, since that town was
  located near all the major trade routes (and had one of the
  finest inns in the known world). Your work was much in
  demand because of your skill, and you became one of the few
  dwarves welcome in the elven kingdom of Qualinesti. There
  you met a young half-elf named Tanis, and you formed a fast
  friendship.
  When Tanis left Qualinost, he came to you in Solace, and
  you took the young half-elf on as a business partner. Together,
  you roamed the Haven/Solace region, and even traveled west
  across the mountains. You never went south, for you were not
  yet ready to face your own people again.
  Although you grew increasingly crotchety as you aged,
  Tanis seemed to attract young, energetic people. And so the
  Companions formed around you and your young assistant.
  Though you were always gruff, you became much fonder of
  the Innfellows than they ever realized.
  You had a near-brush with drowning that left you terribly
  afraid of water, and also had a close call with fire that left you
  nervous about flames. You are allergic to horses.
  When you retired, you decided finally to travel south to find
  your people, and left Solace when the Innfellows departed.
  You traveled south of Pax Tharkas, but was captured by
  Aghar (gully dwarves) and imprisoned for several years.
  Finally, you escaped, but you carry a burning hatred for the
  disgusting creatures.
  Personality
  You are a complex personality. You are gruff, cynical,
  distrustful, dwarvishly greedy, and never forget an insult, but
  at the same time are extremely loyal, a little bashful
  (especially around women), humorous, and capable of deep
  and lasting friendship. Although it often appears different,
  you worry about your friends, thinking that they are children
  needing your care. You don’t like to fight, but do it when you
  have to. You distrust magic and all magic-users—including
  Raistlin. You have a running feud with Tasslehoff, but are
  secretly fond of the kender. You are very fond of precious
  metals and gems, and are a talented metal craftsman. You
  whittle continually, and stroke and clean your beard
  whenever there isn’t a piece of wood in your hand. You dress
  sloppily when traveling (to discourage bandits), but are very
  much the dandy in town. Your health is good, but you have a
  touch of rheumatism.
  Appearance
  Height 4’ 7”, Weight 148 lb.
  Age 148 (actual), late 50s (apparent), Birthday 11 Ael. 203
  Graying brown hair and beard, hazel eyes, scar over right
  eyelid
  28
  Action Surge. On your turn, you can take one
  additional action on top of your regular action and a
  possible bonus action.
  Extra Attack. You can attack twice instead of once
  whenever you take the Attack action on your turn.
  Martial Archetype: Champion
  Improved Critical. Your weapon attacks score a
  critical hit on a roll of 19 or 20.
  Feats
  Athlete. When you are prone, standing up uses only
  5 feet of your movement.
  Climbing doesn’t halve your speed.
  You can make a running long jump, or a running
  high jump after moving only 5 feet on foot, rather
  than 10 feet.
  Equipment
  Chain mail, shield, longsword, dagger, spear,
  backpack, bedroll, rations (1 week), waterskin,
  whetstone.
  Medium humanoid (hill dwarf), Champion martial
  archetype, neutral good
  Armor Class 15 (studded leather, shield)
  Hit Points 59 (Hit Dice 5d10 + 25)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 19 (+4) 7 (-2) 13 (+1) 14 (+2)
  APPENDIX 2 | HEROES OF THE LANCE
  
  Goldmoon, Cleric of
  Mishakal 5
  History
  You were born Chieftain’s Daughter in the Que-Shu tribe of
  plainsmen. You were a priestess and your father’s confidant
  after the death of your mother. At the age of eight you were an
  accomplished diplomat. Your people worshipped you as a
  goddess. You loved the plains, and had a special rapport with
  animals. Your childhood was very happy.
  But then you fell in love with a shepherd. You were destined
  to marry the son of the village shaman, whom you hated, but
  your heart belonged to Riverwind, the child of a family exiled
  for refusing to worship the tribal ancestors and believing in
  the old gods.
  It was the law of the Que-Shu that a man who challenged a
  lawful betrothal must undertake a quest to prove himself
  worthy. Because your father was determined that the
  princess should not marry beneath her station, he sent
  Riverwind on an impossible quest to find evidence of these
  ancient gods. He hoped Riverwind would die or fail, or that
  you would learn to love another.
  Riverwind was gone many years, and you became an adult.
  Your father was sick in mind, and you took on many of the
  Chieftain’s duties. Your love for Riverwind never diminished.
  One day, Riverwind returned, half-dead and feverish. In his
  hand, he clutched a staff made of blue crystal. He raved about
  a dark place, a broken city where death had black wings. He
  remembered a woman, dressed in blue light, who gave him
  the staff.
  Your father looked at the staff, and commanded it to do
  something—anything. Nothing happened. And so your father
  proclaimed Riverwind a fraud, and ordered him stoned to
  death for blasphemy. You rushed to his side as the tribesmen
  threw stones and then suddenly you were teleported away!
  You found yourselves far from home—with only the staff to
  aid you.
  29
  Proficiencies (+3 proficiency bonus)
  Saving Throws Str +6, Con +7; advantage on saves
  against being poisoned
  Skills Athletics +6, Intimidation +5, Investigation
  +1, Perception +4
  Damage Resistances poison
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Smith’s tools, Woodcarver’s tools
  Senses Darkvision 60 ft., passive Perception 14
  Languages Common, Dwarvish, Goblin
  Actions
  Multiattack. You can attack twice when you take this
  action, using the following:
  Battleaxe. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 1d8 + 3 slashing damage, or
  1d10 + 3 slashing damage if used with two hands.
  Handaxe. Melee Weapon Attack: +6 to hit, reach 5
  ft. or range 20/60, one target. Hit: 1d6 + 3 slashing
  damage.
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft.
  or range 20/60 ft., one target. Hit: 1d4 + 3 piercing
  damage.
  Dwarf Traits
  Darkvision. You can see in dim light within 60 feet
  of you as if it were bright light, and in darkness as if
  it were dim light.
  Dwarven Resilience. You have advantage on saving
  throws against poison, and you have resistance
  against poison damage.
  Dwarven Toughness. Your hit point maximum
  increases by 1, and it increases by 1 every time you
  gain a level.
  Stonecunning. Whenever you make an Intelligence
  (History) check related to the origin of stonework,
  you are considered proficient in the History skill
  and add double your proficiency bonus to the
  check, instead of your normal proficiency bonus.
  Fighter Features
  Fighting Style: Defense. While you are wearing
  armor, you gain a +1 bonus to AC. (This is factored
  into the stat block.)
  Second Wind. On your turn, you can use a bonus
  action to regain 1d10 + 5 hit points. Once you use
  this feature, you must finish a short or long rest
  before you can use it again.
  Action Surge. On your turn, you can take one
  additional action on top of your regular action and a
  possible bonus action.
  Extra Attack. You can attack twice instead of once
  whenever you take the Attack action on your turn.
  Martial Archetype: Champion
  Improved Critical. Your weapon attacks score a
  critical hit on a roll of 19 or 20.
  Equipment
  Studded leather armor, shield, battleaxe, handaxe,
  daggers (3), backpack, bedroll, rations (1 week),
  waterskin.
  APPENDIX 2 | HEROES OF THE LANCE
  
  Personality
  You are pure of heart and completely, deeply in love with
  Riverwind. Your sense of duty is very strong. Because you are
  Chieftain’s Daughter, you are used to being obeyed. Riverwind
  has so far not been able to overcome his awe of your position.
  He rules your heart, but you are his ruler. You are deeply
  religious and have a strong affinity for nature in all its
  aspects. Although you are somewhat formal, your personal
  warmth and generosity make you a well-liked and charming
  companion. You are brave and not afraid of death. Your love
  for Riverwind is undying, the strongest force in your life.
  Appearance
  Height 5’ 7”, Weight 115 lb.
  Age 29, Birthday 5 Rann. 322
  Silvery gold hair, sky blue eyes, small scar on forehead.
  Heathen Cleric. You begin play as a heathen cleric with no
  clerical powers, which means you cannot use any of your
  clerical abilities. You do count as a cleric of Mishakal for the
  purposes of accessing the power of the Blue Crystal Staff.
  When you study the Disks of Mishakal, you will gain access to
  all clerical abilities.
  30
  1
  Medium humanoid (human), Life domain, lawful
  good
  Armor Class 13 (leather)
  Hit Points 33 (Hit Dice 5d8 + 5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 15 (+2) 13 (+1) 13 (+1) 17 (+3) 18 (+4)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Wis +6, Cha +7
  Skills Animal Handling +6, Medicine +6, Persuasion
  +7, Religion +4
  Feats Healer
  Armor All armor, shields
  Weapons Simple weapons
  Tools Herbalism kit, lyre
  Senses Passive Perception 13
  Languages Abansinian, Common, Plainsfolk
  Attacks
  Blue Crystal Staff. Melee Weapon Attack: +5 to hit,
  reach 5 ft., one target. Hit: 1d6 + 2 bludgeoning
  damage, or 1d8 + 2 bludgeoning damage if used
  with two hands.
  Sling. Melee Weapon Attack: +4 to hit, range
  30/120 ft., one target. Hit: 1d4 + 2 bludgeoning
  damage.
  Cleric Features
  Spellcasting Ability. You have the ability to cast
  spells. Wisdom is your spellcasting ability for your
  cleric spells. You use your Wisdom whenever a
  spell refers to your spellcasting ability.
  You prepare the list of cleric spells that are available
  for you to cast. To do so, choose 8 spells. The
  spells must be of a level for which you have spell
  slots.
  To cast a spell, you must expend a slot of the
  spell’s level or higher. You regain all expended spell
  slots when you finish a long rest.
  You can use a holy symbol as a spellcasting focus
  for your cleric spells. You can cast any cleric spell as
  a ritual if that spell has the ritual tag.
  Spell Save DC: 14
  Spell Attack Modifier: +6
  Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (2)
  Cantrips (at will): light, sacred flame, spare the
  dying, thaumaturgy
  Channel Divinity. You can channel divine energy to
  create one of the following effects. You can do so
  twice between short or long rests.
  Channel Divinity: Turn Undead. As an action, you
  present your holy symbol and speak a prayer
  censuring the undead. Each undead that can see or
  hear you within 30 feet of you must succeed on a
  DC 14 Wisdom saving throw or become turned for
  1 minute or until it takes any damage. If the
  creature has a challenge rating of 1/2 or lower, it is
  destroyed instead.
  A turned creature must spend its turns trying to
  move as far away from you as it can, and it can’t
  willingly move to a space within 30 feet of you. It
  also can’t take reactions. For its action, it can use
  only the Dash action or try to escape from an effect
  that prevents it from moving. If there’s nowhere to
  move, the creature can use the Dodge action.
  Channel Divinity: Preserve Life. As an action, you
  present your holy symbol and evoke healing energy
  that can restore up to 25 hit points. Choose any
  creatures within 30 feet of you, and divide those hit
  points among them. This feature can restore a
  creature to no more than half of its hit point
  maximum. You can’t use this feature on an undead
  or a construct.
  Divine Domain: Life
  Bonus Proficiency. You gain proficiency with heavy
  armor.
  Disciple of Life. When you cast a spell of 1st level or
  higher to restore hit points to a creature, the
  creature regains additional hit points equal to 2 +
  the spell’s level.
  APPENDIX 2 | HEROES OF THE LANCE
  
  Blue Crystal Staff
  Staff, artifact (requires attunement by a cleric of good)
  Random Properties. The Blue Crystal Staff has the
  following random properties:
  1 minor beneficial property
  1 major beneficial property
  Magic Weapon. You gain a +1 bonus to attack and damage
  rolls made with this quarterstaff.
  Spells. The staff has 10 charges for the following
  properties. It regains one charge per day, although when it is
  placed within the open hands of the statue of Mishakal in Xak
  Tsaroth it automatically regains full charges (this can only be
  done once per day). You can use the following powers of the
  staff using your spell save DC and spell attack bonus: detect
  poison and disease (no charge), command (1 charge), cure
  wounds (as 1st level spell, 1 charge), continual flame (2
  charges), lesser restoration (2 charges), remove curse (3
  charges), revivify (3 charges), cure wounds (as 4th level spell,
  4 charges), greater restoration (5 charges), raise dead (5
  charges), regenerate (7 charges), and resurrection (7 charges).
  Protection. Once per day, the staff may teleport without
  the possibility for the targets to be off target, but it is the staff,
  not the wielder, that activates the power and chooses the
  location (at the DM’s discretion), unless the wielder is a cleric
  of Mishakal. Also once per day, the staff may be used to
  automatically deflect the breath weapon of any dragon,
  protecting a 10-foot radius around its wielder and preventing
  any damage to the wielder or anyone in the 10-foot radius.
  If a creature of neutral alignment attempts to wield the
  blue crystal staff, it suffers 2d8 radiant damage every round it
  touches the staff, and cannot make use of the staff’s powers.
  If an evil creature attempts to wield the staff, it suffers 4d8
  radiant damage every round it touches the staff, and cannot
  make use of the staff’s powers.
  Raistlin Majere, Wizard 5
  History
  You are a magic-user of great natural talent, but you have paid
  a heavy price for your skill.
  You are Caramon’s mirror-image twin brother and Kitiara’s
  half-brother (you share the same mother). You could not be
  more unlike your twin, for you are secretive, cynical, and
  distrustful. Nevertheless, you love your brother—perhaps
  Caramon is the only thing you truly love.
  The twins were born when Kitiara was eight. One twin—
  Caramon—was strong and healthy, the other—you—were
  born sickly and frail. It seemed for a while that you might die
  in infancy, but Kitiara’s nursing saved your life. Your mother
  died when you were young, and Kitiara took over your
  upbringing.
  It was clear from the very beginning that you were a
  weakling, and Kitiara despaired of you. Caramon blossomed
  into a healthy, powerful fighter, and frequently protected his
  younger brother from bullies. You grew to a bitter hatred of
  all bullies, and developed a strong desire for justice. The
  experiences of your childhood soured you on most people,
  and you grew cynical and bitter at an early age. You showed
  promise as a scholar and learned to read before you went to
  school.
  When you were five, your father took you to a village fair,
  where you watched a local illusionist perform. The illusionist
  was not very good, but you were totally absorbed in the
  performance. When you returned home that evening, you
  could perform every one of the illusionist’s tricks. Your family
  was amazed. Magic, your father realized, was your key to
  survival in this world.
  You were taken to a well-respected mage and presented as
  a prospective pupil. The mage was not overly impressed with
  you, especially because of your weak health and your
  unlikable personality. But while the mage and your father
  talked, you wandered into another room and began to read a
  huge book. The mage was about to take the book away, but
  then realized that you could read magic without study! And so
  you were accepted as a pupil. You learned rapidly, and quickly
  outstripped the other students. At an unusually young age,
  you were invited to present yourself for the Test—you would
  come back a powerful magician, or not at all.
  Caramon accompanied you on that fateful trip. You never
  talk about what happened there, but the terrible ordeals
  broke your health, turned your skin the color of gold, and
  changed the pupils of your eyes into hourglasses. Your eyes
  are a terrible curse—for through them you see time rushing
  past, and everything die and wither in its time.
  31
  Domain Spells. You know the following domain
  spells that are always prepared and don’t count
  against the number of spells you can prepare each
  day:
  1st-level: bless, cure wounds 2nd-level: lesser
  restoration, spiritual weapon 3rd-level: beacon of
  hope, revivify
  Feats
  Healer. When you use a healer’s kit to stabilize a
  dying creature, that creature also regains 1 hit
  point.
  As an action, you can spend one use of a healer’s
  kit to tend to a creature and restore up to 1d6 + 4
  hit points to it, plus additional hit points equal to
  the creature’s maximum number of Hit Dice. The
  creature can’t regain hit points from this feat again
  until it finishes a short or long rest.
  Equipment
  Leather armor, Blue Crystal Staff, sling, 20 sling
  bullets, backpack, bedroll, blanket, healer’s kit, lyre,
  pouch, rations (1 week), waterskin.
  APPENDIX 2 | HEROES OF THE LANCE
  
  Personality
  You are nicknamed “The Sly One,” for you are avaricious,
  cynical, and secretive. You always expect the worst of others.
  You are devoted to your brother, yet secretly envy him. You
  have good qualities, though you work very hard at keeping
  them hidden: you hate bullies (being a weakling yourself). You
  support and sympathize with the downtrodden, though you
  will not admit your concern. You wear red robes to show your
  neutral alignment. You have a strong sense of justice, but
  little sense of mercy. Due to your weak health and a lingering
  lung infection, you speak in a soft, whispering voice.
  Appearance
  Height 5’ 9”, Weight 135 lb.
  Age 25 (actual), 30 (apparent), Birthday 17 Cor. 326
  White hair, amber eyes (hourglass pupils)
  32
  Medium humanoid (human), Red Robe Wizard of
  High Sorcery, Enchantment arcane tradition, neutral
  Armor Class 14 (staff of Magius or 17 with mage
  armor and staff of Magius)
  Hit Points 22 (Hit Dice 5d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 17 (+3) 11 (+0) 18 (+4) 15 (+2) 11 (+0)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Int +7, Wis +5
  Skills Arcana +7, History +7, Medicine +5, Sleight of
  Hand +6
  Feats Magic Initiate
  Armor None
  Weapons Daggers, darts, slings, quarterstaffs, light
  crossbows
  Tools Herbalism kit
  Senses Passive Perception 12
  Languages Abanasinian, Common, Elvish, Magius,
  Solamnic
  Attacks
  Staff of Magius. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 1d6 + 1 bludgeoning
  damage, or 1d8 + 1 bludgeoning damage if used
  with two hands.
  Dagger of Magius. Melee or Ranged Weapon Attack:
  +8 to hit, reach 5 ft. or range 20/60 ft., one target.
  Hit: 1d4 + 5 piercing damage.
  Wizard Features
  Spellcasting Ability. You have the ability to cast
  spells. Intelligence is your spellcasting ability for
  your wizard spells. You use your Intelligence
  whenever a spell refers to your spellcasting ability.
  You prepare the list of wizard spells that are
  available for you to cast. To do so, choose 9 spells.
  The spells must be of a level for which you have
  spell slots.
  To cast a spell, you must expend a slot of the
  spell’s level or higher. You regain all expended spell
  slots when you finish a long rest.
  You can use an arcane focus as a spellcasting focus
  for your wizard spells. You can cast any wizard spell
  in your spellbook as a ritual if that spell has the
  ritual tag.
  Spell Save DC: 15
  Spell Attack Modifier: +7
  Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (2)
  Cantrips: light, mage hand, mending, minor illusion,
  prestidigitation, ray of frost
  Arcane Recovery. Once per day when you finish a
  short rest, you can choose expended spell slots to
  recover. The spell slots can have a combined level
  equal to or less than 3.
  Arcane Tradition: School of
  Enchantment
  Enchantment Savant. The gold and time you must
  spend to copy an enchantment spell into your
  spellbook is halved.
  Hypnotic Gaze. As an action, choose one creature
  that you can see within 5 feet of you. If the target
  can see or hear you, it must succeed on a DC 15
  Wisdom saving throw or be charmed by you until
  the end of your next turn. The charmed creature's
  speed drops to 0, and the creature is incapacitated
  and visibly dazed.
  On subsequent turns, you can use your action to
  maintain this effect, extending its duration until the
  end of your next turn. However, the effect ends if
  you move more than 5 feet away from the creature,
  if the creature can neither see nor hear you, or if
  the creature takes damage.
  Once the effect ends, or if the creature succeeds
  on its initial saving throw against this effect, you
  can't use this feature on that creature again until
  you finish a long rest.
  Feats
  Magic Initiate. You learn two cantrips of your choice
  from wizard’s spell list.
  In addition, you can cast charm person at 1st level.
  Once you cast it, you must finish a long rest before
  you can cast it again.
  Your spellcasting ability for these spells is
  Intelligence.
  APPENDIX 2 | HEROES OF THE LANCE
  
  Dagger of Magius
  Weapon (dagger), very rare, unique (requires attunement)
  You gain +2 bonus to attack and damage rolls made with this
  weapon. It cannot be detected by magical or mundane
  searches when carried by a wizard.
  Staff of Magius
  Staff, artifact (requires attunement by a wizard)
  This staff of polished mahogany, topped by a bronze dragon
  claw clutching a crystal orb, is beyond ancient. It is a
  powerful artifact, although it's appearances throughout
  history are rare.
  The staff of Magius can be wielded as a magic quarterstaff
  that grants a +1 bonus to attack and damage rolls. While you
  hold it, it provides a +1 bonus to armor class.
  The staff has 20 charges for the following properties. It
  regains 1d4 + 4 expended charges at night in the light of
  Solinari.
  Spells. While holding the staff, you can use an action to
  expend 1 or more charges to cast one of the following spells
  from it, using your spell save DC and spell attack bonus:
  feather fall (1 charge) or light (1 charge).
  When used by a wizard that has passed a Test of High
  Sorcery and used as an arcane focus, the staff doubles spell
  durations, and adds 1 damage point to all die rolls for each
  spell.
  Secrets. The Staff has hidden powers. If a wizard uses the
  staff as an arcane focus for a spell, the DM should roll a d20.
  On a 19-20, a random effect occurs (using the appropriate
  charges), the DM selects the effect. Once an effect has
  occurred three times, the wizard may attempt a DC 15
  Intelligence (Arcana) check to master the effect. Once
  mastered, the effect can be used by spending the appropriate
  charges.
  Riverwind, Ranger 5
  History
  You were born to a disgraced family of the Que-Shu tribe of
  plainsmen. Your family had been cast out of the tribe years
  ago for refusing to worship the tribal ancestors. Your
  grandfather believed in ancient gods who had existed before
  the Cataclysm, although he could find little evidence of such
  gods in the world.
  You became a shepherd, and spent many long, lonely nights
  tending your flock in the plains. You grew quickly into a young
  giant of a man, and became an excellent hunter and tracker.
  When you came of age, you were accepted as a Que-Shu
  because of your skills, and became a Far Hunter for the tribe.
  Although a member of the tribe, your family heritage kept you
  at the bottom of the tribal hierarchy.
  And then you fell in love with the Chieftain�s Daughter.
  Goldmoon was a young beauty, worshipped as a goddess by
  her people. She fell in love with you as well. You felt that your
  life was blessed beyond all measure. Unfortunately,
  Goldmoon was betrothed by her father to the son of the
  village shaman.
  You then exercised his right as a tribesman to challenge the
  betrothal. Under Que-Shu law, you then had to undertake a
  quest to prove that you were worthy of Goldmoon�s hand.
  Because Goldmoon’s father did not want you to marry his
  daughter, he gave you an impossible task—to find evidence of
  the ancient gods.
  You traveled far to the north, reaching the shores of the
  Newsea. You followed the sun and the moon and the stars,
  aimlessly searching. Finally, you came upon a ruined city and
  found yourself in an evil dream. . .
  You remembered little of what happened to you in that dark
  city. In your nightmares you dreamed of death on black
  wings, and of a woman dressed in blue light who saved your
  life. That woman gave you a staff of blue crystal. Delirious
  and half-dead, you returned to Que-Shu and presented the
  staff as fulfillment of your quest. Goldmoon’s father
  commanded the staff to do something—anything—but
  nothing happened. Enraged, he threw the staff back to you,
  proclaimed you a fraud, and ordered you stoned to death for
  blasphemy. As the plainsmen began to throw rocks,
  Goldmoon rushed to your side to die with you, if need be . . .
  but then the blue crystal staff showed its power, and you were
  teleported away. . .
  Personality
  You are a towering, imposing man of few words and quick
  action. You are fiercely protective of Goldmoon and love her
  beyond life itself. Yet you are all too conscious of the social
  barrier between you, and obey her as Chieftain’s Daughter.
  You are quick to anger and aloof. You are distrustful of
  strangers until they have proven themselves, but once you call
  someone “friend” you will lay down your life for them.
  Appearance
  Height 6’ 7”, Weight 175 lb.
  Age 32, Birthday 2 Bran 319
  Reddish brown hair, brown eyes
  33
  Spells in Spellbook
  1st-level spells: burning hands, charm person,
  comprehend languages, detect magic, identify,
  floating disc, mage armor, magic missile, sleep
  2nd-level spells: blur, darkness, detect thoughts,
  invisibility, knock, mirror image, see invisibility, web
  3rd-level spells: clairvoyance, phantasmal force,
  slow, tongues
  Equipment
  Staff of Magius, dagger of Magius, red robes,
  backpack, bedroll, herbalism kit, magnifying glass,
  sack, scrolls, ink, rations (1 week), writing supplies,
  spellbook.
  APPENDIX 2 | HEROES OF THE LANCE
  
  34
  Medium humanoid (human), Hunter ranger
  archetype, lawful good
  Armor Class 16 (+1 leather; 17 while wielding
  separate melee weapons in each hand)
  Hit Points 44 (Hit Dice 5d10 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 17 (+3) 14 (+2) 14 (+2) 15 (+2) 14 (+2)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Str +7, Dex +6
  Skills Athletics +7, Nature +5, Perception +5,
  Stealth +6, Survival +5
  Feats Dual Wielder
  Armor Light armor, medium armor, shields
  Weapons Simple weapons, martial weapons
  Tools Woodcarver’s tools
  Senses Passive Perception 15
  Languages Abanasinian, Common, Plainsfolk
  Attacks
  Multiattack. You can attack twice when you take this
  action, using the following:
  +1 longsword. Melee Weapon Attack: +8 to hit,
  reach 5 ft., one target. Hit: 1d8 + 5 slashing
  damage, or 1d10 + 5 slashing damage if used with
  two hands.
  Dagger. Melee or Ranged Weapon Attack: +7 to hit,
  reach 5 ft. or range 20/60, one target. Hit: 1d4 + 4
  piercing damage.
  Longbow. Ranged Weapon Attack: +6 to hit, reach
  150/600 ft., one target. Hit: 1d8 + 3 piercing
  damage.
  Ranger Features
  Favored Enemy. You have significant experience
  studying, tracking, hunting, and even talking to
  beasts. You have advantage on Wisdom (Survival)
  checks to track beasts, as well as on Intelligence
  checks to recall information about them.
  Natural Explorer. You are particularly at home in
  grassland terrain. When you make an Intelligence or
  Wisdom check related to grassland terrain, your
  proficiency bonus is doubled if you are using a skill
  that you’re proficient in.
  While traveling for an hour or more in grassland
  terrain, you gain the following benefits:
  • Difficult terrain doesn’t slow your group’s speed.
  • Your group can’t become lost except by magical
  means.
  • Even when you are engaged in another activity
  while traveling, you remain alert to danger.
  • If you are traveling alone, you can move stealthily
  at a normal pace.
  • When you forage, you find twice as much food as
  you normally would.
  • While tracking other creatures, you also learn their
  exact number, their sizes, and how long ago they
  passed through the area.
  Fighting Style: Two-Weapon Fighting. When you
  engage in two-weapon fighting, you can add your
  ability modifier to the damage of the second attack.
  Spellcasting. You have the ability to cast spells.
  Wisdom is your spellcasting ability for your ranger
  spells. You use your Wisdom whenever a spell
  refers to your spellcasting ability. To cast a spell,
  you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when
  you finish a long rest.
  Spell Save DC: 13
  Spell Attack Modifier: +5
  Spell Slots: 1st-level (4), 2nd-level (2)
  Primeval Awareness. You can use your action and
  expend one ranger spell slot to focus your
  awareness on the region around you. For 1 minute
  per level of the spell slot you expend, you can sense
  whether the following types of creatures are
  present within 1 mile of you (or within 6 miles of
  you if you are in grassland terrain): aberrations,
  celestials, dragons, elementals, fey, fiends, and
  undead. This feature doesn’t reveal the creatures’
  location or number.
  Extra Attack. You can attack twice instead of once
  whenever you take the Attack action on your turn.
  Ranger Archetype: Hunter
  Colossus Slayer. Your tenacity can wear down the
  most potent foes. When you hit a creature with a
  weapon attack, the creature takes an extra 1d8
  damage if it’s below its hit point maximum. You
  can deal this extra damage only once per turn.
  Spells Known
  1st-level spells: ensnaring strike, hunter’s mark,
  longstrider
  2nd-level spells: pass without trace
  Feats
  Dual Wielder. You gain a +1 bonus to AC while you
  are wielding a separate melee weapon in each hand.
  You can use two-weapon fighting even when the
  one-handed melee weapons you are wielding aren’t
  light.
  You can draw or stow two one-handed weapons
  when you would normally be able to draw only one.
  APPENDIX 2 | HEROES OF THE LANCE
  
  Sturm Brightblade,
  Fighter 5
  History
  Since the time of Huma, First Dragonlancer, who drove the
  dragons from Krynn a thousand years ago, the Knights of
  Solamnia have been the champions of justice and truth. The
  Knights represented all that was good, noble, compassionate,
  and heroic. But after the Cataclysm, when the peoples of
  Ergoth cried for aid, the Knights were helpless. When
  mankind turned its back on the true gods, not even the
  Knights could save them. And so the people came to blame
  the Knights for not saving them from their own folly. There
  came a great uprising against the Knights; their old temples
  and fortresses were besieged. Many of the old order died; the
  rest went into exile.
  One of the leaders of the Solamnic order was the Lord of
  the Roses, who fathered you. When the people turned against
  the Knights, he saw that the fight was hopeless. He could not
  desert his comrades, but he could send his wife and newborn
  son south to safety.
  And so you grew up in the town of Solace. As a child, you
  showed knightly bearing, and the ideals of chivalry came
  most naturally to you. Your mother taught you the code of the
  Knights, and you wished nothing more in life than to retake
  your father’s heritage. When you came of age, you received
  your father’s legacy: a signet ring.
  You trained yourself as a fighter, undertaking quests and
  great hardships to toughen your body and soul for
  knighthood. You became fast friends with Caramon, then
  known as the strongest young man in Solace. And so you
  joined the Innfellows.
  When the Innfellows left Solace, you went north to find
  traces of the Solamnic Knights. For a time, you traveled with
  Kitiara, Tanis’s beloved, and then your paths split. You
  traveled in the lands of Solamnia, only to find that the
  Knights were everywhere in disgrace. You went to Vingaard
  Keep, your father’s ancestral castle, now abandoned. You
  settled your father’s estate, using the signet ring as proof of
  your heritage, but when the death duties were paid, all that
  was left was your father’s sword and armor.
  And so you returned to Solace, understanding at last that
  true knighthood was found in one’s own heart, and vowing to
  reestablish the old order. If you were the last Knight of
  Solamnia, you would at least be true to your father’s ideals.
  You needed no more.
  Personality
  The motto of the Knights of Solamnia is Est Sularus oth
  Mithas—My Honor Is My Life. It means that a Knight must
  be true to the ideals of chivalry at all costs. You live by that
  creed, and your highest ideal is to meet a noble death against
  overwhelming odds in the cause of justice. You are a man of
  noble bearing and great solemnity. Your knightly ideals can
  sometimes be troublesome—it is a shameful thing to run in
  battle, you feel. But when persuaded that a larger interest is
  at stake, you can make a strategic retreat if it will further the
  cause.
  Your greatest fear is that somehow you will dishonor
  yourself and the Knights, and shame your father’s memory.
  Your honor is your major possession, and your word is
  unbreakable. You are a fighter of remarkable skill.
  Appearance
  Height 6’ 1”, Weight 190 lb.
  Age 29 (actual)/37 (apparent), Birthday 5 Sirr. 322
  Dark brown hair, brown eyes, handlebar moustache
  35
  Equipment
  +1 leather armor, +1 longsword, dagger, longbow,
  quiver with 20 arrows, backpack, bedroll, rations (1
  week), waterskin.
  Medium humanoid (human), Knight martial
  archetype, lawful good
  Armor Class 18 (plate)
  Hit Points 49 (Hit Dice 5d10 + 15)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 13 (+1) 17 (+3) 15 (+2) 12 (+1) 13 (+1)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Str +7, Con +6
  Skills Animal Handling +4, Athletics +7, History +5,
  Persuasion +4
  Feats Great Weapon Master
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Khas set
  Senses Passive Perception 11
  Languages Abansinian, Common, Solamnic
  Actions
  Multiattack. You can attack twice when you take this
  action, using the following:
  Brightblade. Melee Weapon Attack: +9 to hit, reach
  5 ft., one target. Hit: 2d6 + 6 slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +7 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  4 piercing damage.
  APPENDIX 2 | HEROES OF THE LANCE
  
  Brightblade
  Weapon (greatsword), very rare, unique
  You gain a +2 bonus to attack and damage rolls made with
  this silvered weapon.
  It is said the Brightblade can be wielded only by one who is
  pure of heart. However, some say that a member of the
  Brightblade lineage may bend it to temporary evil purposes.
  Even then, the Brightblade will resist dishonorable acts of
  grievous enormity (such as the slaughter of innocents) and, if
  thus deployed, will shatter and bestow a curse upon its
  wielder as a bestow curse spell. The curse can be lifted
  magically or if the individual seeks to atone for the misdeed.
  Only then can the Brightblade be reforged and its powers
  restored.
  Tanis Half-Elven, Fighter
  5
  History
  You were born during the terrible Shadow Years that
  followed the Cataclysm. Your mother was a Qualinesti elf
  who was assaulted by a human plainsman. She escaped to
  Qualinost, but died giving birth to a halfbreed: you.
  The elves of Qualinost, who revere life as sacred in all
  forms, raised you as one of their own. Nonetheless, the
  mixture of human and elven blood was unusual. You felt the
  difference between yourself and your elven cousins strongly.
  As a ward of the Speaker of Suns, the ruler of Qualinost,
  you grew close to the Speaker's three children—Gilthanas,
  Porthios, and Laurana. Laurana developed a childhood crush
  on you. You felt you loved her, too, but she remained a child
  when you began to feel the stirrings of adulthood. To avoid
  conflict with your adopted family, and to learn about your
  human side, you felt the time was right to leave the elven
  realm and see the world. A bitter conversation with Gilthanas
  helped clinch your decision.
  You journeyed to Solace to visit Flint Fireforge, a dwarf
  who had been your friend for many years, and became Flint’s
  business partner. Solace became your home, although you
  and Flint traveled throughout Abanasinia on business. In
  those years, you became a seasoned adventurer, a fighter, and
  a natural leader.
  Slowly, a group of companions formed around you,
  including Tasslehoff, Sturm, Caramon, Raistlin—and Kitiara.
  Kitiara, half-sister to Caramon and Raistlin, was an alluring
  dark-haired beauty, passionate and wild. You fell in love—you,
  because he had never met a woman as strong and self-
  assured, Kitiara, because she had never met a man who could
  stand up to her.
  In those years there were rumors of growing trouble—
  bandits, ogres, goblins, and even worse creatures in the land.
  Finally, the roads became impassable. Business fell off. The
  Companions each found a quest—you set out to find evidence
  of true gods in the land—and one day you parted. Each of the
  companions swore a solemn oath to meet at the Inn of the
  Last Home one final time, five years hence.
  For five years, you roamed the known world, finding much
  that was strange and evil—but nothing of the true gods.
  Finally, discouraged, you returned to Solace to meet your
  companions once more. All returned—except Kitiara. She
  had found a new lord and could not return—or so a note from
  her said.
  Personality
  You are plagued by an inner conflict that is manifested by
  your love for two dissimilar women—the childlike and
  innocent elf-maid Laurana, and the wild and free-spirited
  human Kitiara. Although filled with self-doubt and
  uncertainty about your place in the world, you seldom allow
  your emotions to show. The only visible sign of your turmoil
  are in your eyes. Rust red hair and beard, hazel eyes.
  36
  Fighter Features
  Fighting Style: Great Weapon Fighting. When you roll
  a 1 or 2 on a damage die for an attack you make
  with a melee weapon that you are wielding with
  two hands, you can reroll the die and must use the
  new roll, even if the new roll is a 1 or a 2. The
  weapon must have the two-handed or versatile
  property for you to gain this benefit.
  Second Wind. On your turn, you can use a bonus
  action to regain 1d10 + 5 hit points. Once you use
  this feature, you must finish a short or long rest
  before you can use it again.
  Action Surge. On your turn, you can take one
  additional action on top of your regular action and a
  possible bonus action.
  Extra Attack. You can attack twice instead of once
  whenever you take the Attack action on your turn.
  Martial Archetype: Knight
  Rallying Cry. When you use your Second Wind
  feature, you can choose up to three creatures
  within 60 feet of you that are allied with you. Each
  one regains hit points equal to your fighter level,
  provided that the creature can see and hear you.
  Feats
  Great Weapon Master. On your turn, when you score
  a critical hit with a melee weapon or reduce a
  creature to 0 hit points with one, you can make one
  melee weapon attack as a bonus action.
  Before you make a melee attack with a heavy
  weapon that you are proficient with, you can
  choose to take a -5 penalty to the attack roll. If the
  attack hits, you add +10 to the attack's damage.
  Equipment
  Plate mail, Brightblade, dagger, signet ring, bedroll,
  waterskin.
  APPENDIX 2 | HEROES OF THE LANCE
  
  You are trusting of strangers and friendly, yet are reserved,
  even with your closest friends. Sometimes you are afflicted by
  dark moods and doubts. Although a natural leader, you are
  not sure you want a leader’s responsibility. Money has little
  value to you.
  You are an excellent fighter, with no fears or weaknesses.
  Kitiara is your only obsession.
  You received an elven education. You have traveled
  throughout the Haven/Solace region and west across the
  mountains.
  Appearance
  Height 5’ 10”, Weight 145 lb.
  Age 102 (actual)/22 (apparent), Birthday 9 Mish. 249
  37
  Medium humanoid (half-elf), Battle Master martial
  archetype, neutral good
  Armor Class 15 (+1 leather)
  Hit Points 39 (Hit Dice 5d10 + 5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 17 (+3) 12 (+1) 12 (+1) 14 (+2) 17 (+3)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Str +6, Con +4
  Skills Animal Handling +5, History +4, Investigation
  +4, Perception +5, Persuasion +6, Survival +5
  Feats Sharpshooter
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Woodcarver’s tools
  Senses Darkvision 60 ft., passive Perception 14
  Languages Camptalk, Common, Elvish, Goblin
  Attacks
  Multiattack. You can attack twice when you take this
  action, using the following:
  Longsword. Melee Weapon Attack: +6 to hit, reach
  5 ft., one target. Hit: 1d8 + 3 slashing damage, or
  1d10 + 3 slashing damage if used with two hands.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  3 piercing damage.
  Longbow. Ranged Weapon Attack: +8 to hit, reach
  150/600 ft., one target. Hit: 1d8 + 3 piercing
  damage.
  Half-Elf Traits
  Darkvision. You can see in dim light within 60 feet
  of you as if it were bright light, and in darkness as if
  it were dim light.
  Fey Ancestry. You have advantage on saving throws
  against being charmed, and magic can’t put you to
  sleep.
  Fighter Features
  Fighting Style: Archery. You gain a +2 bonus to
  attack rolls you make with ranged weapons. (This is
  factored into the stat block.)
  Second Wind. On your turn, you can use a bonus
  action to regain 1d10 + 5 hit points. Once you use
  this feature, you must finish a short or long rest
  before you can use it again.
  Action Surge. On your turn, you can take one
  additional action on top of your regular action and a
  possible bonus action.
  Extra Attack. You can attack twice instead of once
  whenever you take the Attack action on your turn.
  Martial Archetype: Battle Master
  Combat Superiority. You have four superiority dice,
  which are d8s. A superiority die is expended when
  you use it. You regain all of your expended
  superiority dice when you finish a short or long
  rest. The saving throw for your maneuvers is 14.
  Commander’s Strike. When you take the Attack
  action on your turn, you can forgo one of your
  attacks and use a bonus action to direct one of your
  companions to strike. When you do so, choose a
  friendly creature who can see or hear you and
  expend one superiority die. That creature can
  immediately use its reaction to make one weapon
  attack, adding the superiority die to the attack’s
  damage roll.
  Maneuvering Attack. When you hit a creature with a
  weapon attack, you can expend one superiority die
  to maneuver one of your comrades into a more
  advantageous position. You add the superiority die
  to the attack’s damage roll, and you choose a
  friendly creature who can see or hear you. That
  creature can use its reaction to move up to half its
  speed without provoking opportunity attacks from
  the target of your attack.
  Precision Attack. When you make a weapon attack
  roll against a creature, you can expend one
  superiority die to add it to the roll. You can use this
  maneuver before or after making the attack roll, but
  before any effects of the attack are applied.
  Feats
  Sharpshooter. Attacking at long range doesn’t
  impose disadvantage on your ranged weapon attack
  rolls.
  Your ranged weapon attacks ignore half cover and
  three-quarters cover.
  Before you make an attack with a ranged weapon
  that you are proficient with, you can choose to take
  a -5 penalty to the attack roll. If the attack hits, you
  add +10 to the attack’s damage.
  APPENDIX 2 | HEROES OF THE LANCE
  
  Tasslehoff Burrfoot,
  Rogue 5
  History
  You are a Kender, a diminutive race found throughout the
  world of Krynn. Like all kender, you left home at the age of 18
  because you were stricken by wanderlust, the uncontrollable
  urge to travel and make the great map of every land. No
  kender in wanderlust has ever completed the great map, but
  most kender have great collections of maps—some useful,
  most obsolete. You are no exception. Your map was especially
  confused by an unfortunate incident with a magic ring of
  teleportation that kept transporting you to unknown lands
  without notice. No one but you ever saw the ring or believed
  the story, either.
  You were born somewhere in northern Ergoth, and are a
  member of the Stoat clan of kender. Your parents traveled in
  the Haven/Solace region, where they studied the lives of the
  plainsmen. (What the plainsmen thought of the kender is
  nowhere recorded.) You acquired skills as a “handler” (the
  word “thief” is considered impolite), and used it extensively to
  satisfy your curiosity about everything. It was that curiosity
  that led to you taking a bracelet from Flint Fireforge’s stall at
  a market. Flint was outraged, but Tanis decided he liked the
  little kender, and so they all became friends. (Flint, although
  he has never said a nice word about you, actually likes you a
  good deal.)
  Personality
  Your most endearing and frustrating characteristic is your
  insatiable curiosity and fearlessness. These traits often get
  you into trouble. Your curiosity frequently drives you to see
  what other people have in their pockets and packs (Raistlin,
  in particular, hates this), and you can easily forget that you
  have borrowed a particular item. You collect odds and ends—
  you will never pass up a chance to acquire a map of any
  description and often surprise yourself with what you have in
  your pockets. You love legends, songs, and stories, and collect
  riddles, puzzles, and enigmas as avidly as you collect maps.
  Your map collection is varied and mostly useless. Many of
  your maps are pre-Cataclysm. You are as likely to collect a
  map for its beauty as for its usefulness. Although it is hard to
  get a kender depressed because of your fearlessness, you are
  saddened by death and destruction, and can be in awe of
  anything truly magnificent. Your fearlessness does not keep
  you from being logical about danger, though your curiosity
  can sometimes overcome your reason.
  Appearance
  Height 3’ 9”, Weight 85 lb.
  Age 38 (actual), 14 (apparent), Birthday 2 Phoe. 313
  Brown hair (worn in a tassle), brown eyes, long scar on right
  elbow
  38
  Equipment
  +1 leather armor, longsword, longbow, quiver with
  20 arrows, daggers (3), backpack, bedroll, rations
  (1 week).
  Small humanoid (kender), Thief roguish archetype,
  neutral
  Armor Class 14 (leather)
  Hit Points 38 (Hit Dice 5d8 + 10)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 17 (+3) 14 (+2) 9 (-1) 12 (+1) 12 (+1)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Dex +6, Int +2
  Skills Athletics +5, Deception +4, Insight +4,
  Investigation +2, Perception +7•, Sleight of
  Hands +6, Stealth +9•
  Feats Alert
  Armor Light armor
  Weapons Simple weapons, hoopaks, hand
  crossbows, longswords, rapiers, shortswords
  Tools Thieves’ tools
  Senses Passive Perception 15
  Languages Common, Goblin, Kenderspeak, Thieves’
  cant
  Actions
  Hoopak. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 +
  2 bludgeoning or piercing damage, or 1d8 + 2
  bludgeoning or piercing damage if used with two
  hands.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  3 piercing damage.
  Hoopak. Ranged Weapon Attack: +6 to hit, range
  30/120, one target. Hit: 1d4 + 3 bludgeoning
  damage, or 1d6 + 3 bludgeoning damage if used
  with two hands.
  Kender Traits
  Fearless. You cannot be frightened.
  Kender Nimbleness. You can move through the
  space of any creature that is of a size larger than
  yours.
  Kender Pockets. Kender constantly pick things up
  and pocket them, and then often forget about
  them. If you find yourself in need of a piece of
  nonmagical equipment, there is a chance you have
  it. Roll a d4. If you roll a 4, you find the item in your
  pocket, pack, or pouch. If you roll anything else, you
  don’t have such an item on you, and you can’t
  search again for the same item until you’ve spent at
  least one day in a town or city. Rummaging through
  your pouches, pack, and pockets in this way takes 1
  minute.
  APPENDIX 2 | HEROES OF THE LANCE
  
  Giltahans-Kanan, Fighter
  6
  History
  You are the son of the Speaker of Suns, ruler of the elven
  nation of Qualinesti. You have an older brother, Porthios, who
  is heir to the Speakership, and a younger sister, Laurana.
  Your best friend in childhood was a half-elf named Tanis,
  ward of the Speaker of Suns. But your childhood friendship
  came to an end when Laurana fell in love with the half-elf.
  You were outraged, for no half-elf should marry into the royal
  house of the Qualinesti. You quarreled bitterly, and Tanis left
  Qualinost forever.
  As second in line for the throne, you became an influential
  advisor and confidential assistant to the Speaker at a young
  age. You became a polished diplomat. In addition to your
  formal responsibilities, you were trained in military
  leadership and combat.
  When the dragonarmies invaded Abanasinia, many people
  were captured and imprisoned in the fortress of Pax Tharkas,
  recently captured by the dragon highmaster, Verminaard. You
  were given command of an elven band to sneak into Pax
  Tharkas and liberate the people. The mission ended in
  tragedy when your party was ambushed by draconians. You
  were knocked unconscious early in the melee and fell into a
  ditch, where you were left for dead. Your fellows were taken
  to Solace. When you awoke, you followed them. You arrived
  in Solace only to see a horrible sight—Verminaard had
  chained the elves to stakes in the town square and called
  Ember, a red dragon out of ages past, to burn the helpless
  creatures.
  In a rage, you moved to attack Verminaard, but you were
  stopped by Theros Ironfeld, a smith. “Stay your hand, young
  elf, for you cannot prevail against these odds. Be patient—you
  will have your chance to kill him,” Theros said. You were
  sobering and agreed, but the burning passion to revenge your
  people against Verminaard would never die until the evil
  dragon highmaster perished.
  Theros gave you shelter, but you went to the Inn of the Last
  Home to gain information. You were found out, and a party of
  draconians tried to capture you. You would have perished
  then, but you were rescued by a small band of fellows—which
  included his childhood friend, Tanis.
  39
  Taunt. You have an uncanny insight into the
  motivations and characteristics of other races, and
  you can use this insight to infuriate them. As an
  action you can unleash a verbal barrage of sarcasm,
  insults, and crude comments against a creature.
  Make a Charisma (Performance) check contested
  by the target’s Wisdom (Insight) check. You fail the
  contest if the target can’t understand you.
  If you win the contest, the target must use its next
  action to attack only you with disadvantage. If you
  are out of range, it must Move or Dash towards you.
  If the target wins the contest, it is immune to your
  Taunt for 24 hours.
  Rogue Features
  Expertise. Your proficiency bonus is doubled for any
  ability check you make using your Perception or
  Stealth skills.
  Sneak Attack. Once per turn, you can deal an extra
  3d6 damage to one creature you hit with an attack
  if you have advantage on the attack roll. The attack
  must use a finesse or a ranged weapon.
  You don’t need advantage on the attack roll if
  another enemy of the target is within 5 feet of it,
  that enemy isn’t incapacitated, and you don’t have
  disadvantage on the attack roll.
  Cunning Action. You can take a bonus action on
  each of your turns in combat. This action can be
  used only to take the Dash, Disengage, or Hide
  action.
  Uncanny Dodge. When an attacker that you can see
  hits you with an attack, you can use your reaction to
  halve the attack’s damage against you.
  Roguish Archetype: Thief
  Fast Hands. You can use the bonus action granted
  by your Cunning Action to make a Dexterity
  (Sleight of Hand) check, use your thieves’ tools to
  disarm a trap or open a lock, or take the Use an
  Object action.
  Second-Story Work. You can climb faster than
  normal; climbing no longer costs you extra
  movement.
  In addition, when you make a running jump, the
  distance you cover increases by 3 feet.
  Feats
  Alert. You gain a +5 bonus to initiative.
  You can’t be surprised while you are conscious.
  Other creatures don’t gain advantage on attack rolls
  against you as a result of being hidden from you.
  Equipment
  Leather armor, hoopak, 10 sling bullets, dagger,
  thieves’ tools, backpack, bedroll, waterskin, pen, ink
  and paper, rations (1 week), pouches, various maps
  and scrollcases.
  APPENDIX 2 | HEROES OF THE LANCE
  
  Personality
  You are brave and charming, with a love of adventure. Your
  diplomatic skills and elven nature make you a delightful
  companion. You are sometimes too concerned with protocol,
  and believe deeply in the superiority of the elven race.
  Although you can be shortsighted and a bit narrow-minded,
  you are basically honest, just, sensitive, and well-meaning.
  You are optimistic, heroic, and friendly. Your only obsession is
  your hatred of Verminaard for murdering the elves, and you
  will act impetuously if there is an opportunity to kill the
  dragon highmaster. You have a great deal of respect for Tanis,
  but are still strongly against his involvement with Laurana.
  Appearance
  Height 5’ 8”, Weight 120 lb.
  Age 110 (actual), 20 (apparent), Birthday 4 Cor. 241
  Blond hair, hazel eyes
  40
  Medium humanoid (Qualinesti elf), Eldritch Knight
  martial archetype, chaotic good
  Armor Class 18 (elven chain, shield)
  Hit Points 52 (Hit Dice 6d10 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 18 (+4) 14 (+2) 15 (+2) 10 (+0) 13 (+1)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Str +4, Con +5
  Skills Arcana +5, History +5, Investigation +5,
  Perception +3, Persuasion +4
  Feats Inspiring Leader
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Khas set
  Senses Darkvision 60 ft., passive Perception 13
  Languages Common, Dwarvish, Elvish, Magius
  Actions
  Multiattack. You can attack twice when you take this
  action, using the following:
  Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 1d8 + 6 piercing damage.
  Longbow. Ranged Weapon Attack: +7 to hit, reach
  150/600 ft., one target. Hit: 1d8 + 4 piercing
  damage.
  Elf Traits
  Darkvision. You can see in dim light within 60 feet
  of you as if it were bright light, and in darkness as if
  it were dim light.
  Fey Ancestry. You have advantage on saving throws
  against being charmed, and magic can’t put you to
  sleep.
  Trance. You don’t need sleep. Instead, you meditate
  deeply, remaining semiconscious, for 4 hours a day.
  While meditating, you can dream after a fashion;
  such dreams are actually mental exercises that have
  become reflexive through years of practice. After
  resting in this way, you gain the same benefit that a
  human does from 8 hours of sleep.
  Fighter Features
  Fighting Style: Dueling. When you are wielding a
  melee weapon in one hand and no other weapons,
  you gain a +2 bonus to damage rolls with that
  weapon. (This is factored into the stat block.)
  Second Wind. On your turn, you can use a bonus
  action to regain 1d10 + 6 hit points. Once you use
  this feature, you must finish a short or long rest
  before you can use it again.
  Action Surge. On your turn, you can take one
  additional action on top of your regular action and a
  possible bonus action.
  Extra Attack. You can attack twice instead of once
  whenever you take the Attack action on your turn.
  Martial Archetype: Eldritch Knight
  Spellcasting. You have the ability to cast spells.
  Intelligence is your spellcasting ability for your
  wizard spells. You use your Intelligence whenever a
  spell refers to your spellcasting ability.
  To cast a spell, you must expend a slot of the
  spell’s level or higher. You regain all expended spell
  slots when you finish a long rest.
  Spell Save DC: 13
  Spell Attack Modifier: +5
  Spell Slots: 1st-level (3)
  Weapon Bond. You know a ritual that creates a
  magical bond between yourself and one weapon.
  You perform the ritual over the course of 1 hour,
  which can be done during a short rest. The weapon
  must be within your reach throughout the ritual, at
  the conclusion of which you touch the weapon and
  forge the bond.
  Once you have bonded a weapon to yourself, you
  can't be disarmed of that weapon unless you are
  incapacitated. If it is on the same plane of
  existence, you can summon that weapon as a
  bonus action on your turn, causing it to teleport
  instantly to your hand.
  You can have up to two bonded weapons, but can
  summon only one at a time with your bonus action.
  If you attempt to bond with a third weapon, you
  must break the bond with one of the other two.
  Spells Known
  Cantrips: light, prestidigitation, shocking grasp
  APPENDIX 2 | HEROES OF THE LANCE
  
  Tika Waylan, Rogue 3 /
  Fighter 3
  History
  You are a barmaid at the Inn of the Last Home, a brash
  teenager who has had a rough life. You are the daughter of a
  thief who also practiced sleight-of-hand and small-time
  illusions, you ran away from home at age 10 to live in Solace.
  You grew up tough and fast in the streets of Solace, and were
  an accomplished thief by the age of 15. You only had one
  memento of her father—a gold ring you wears on a chain
  around your neck.
  As a child, you were skinny and tomboyish. You remained a
  tomboy, but filled out into an attractive young woman with
  striking green eyes. As your looks grew better, you began to
  attract male attention. For protection, you developed a rough,
  worldly, experienced image, but underneath you remained
  vulnerable and innocent. You flirt as if very experienced, but
  you have never known love.
  One day, you tried to rob Otik Sandath, proprietor of the
  Inn of the Last Home, but you were caught in the act. Otik’s
  first inclination was to have you arrested. But he was touched
  by the innocence he saw under the tough street-kid
  personality, and instead offered you a job. At first you
  accepted only to keep out of jail, but you grew to love Otik as
  a father.
  For many years you have been the barmaid at the Inn of the
  Last Home. You gave up your thieving ways and became a
  fighter. You frequently serve as the Inn’s bouncer, surprising
  many a drunk who thought you were a weak push-over. Your
  favorite attack is to bash someone over the head with a heavy
  frying pan—an old favorite in the inn trade.
  You knew the Innfellows when you were just a kid, and was
  glad to see them when they came back. The others think of
  you as still just a kid, and this rankles you deeply, since you
  consider yourself a grown woman.
  When the dragonarmies laid waste to Solace and
  destroyed the vallenwood tree that once supported the Inn of
  the Last Home, you formed a deep and abiding hatred for
  them, for they had destroyed the only thing you had ever truly
  loved.
  Personality
  You have a tough exterior, but inside are innocent and
  vulnerable. Indeed, you have certain childlike qualities,
  including a fascination with magic. You know a few illusionist
  sleight-of-hand tricks you picked up from your father. You
  dislike boastful and conceited men. You know how to handle
  men your years as a barmaid, but long for something better.
  You are particularly annoyed that Caramon still evidently
  thinks of you as just a kid. You have a fear of heights resulting
  from a bad fall during your career as a thief.
  Appearance
  Height 5’ 8”, Weight 140 lb.
  Age* 19, Birthday 23 Hidd. 332
  Auburn hair, green eyes, freckles, mole on right hip.
  41
  1st-level spells: alarm, burning hands, detect magic,
  magic missile
  Feats
  Inspiring Leader. You can spend 10 minutes
  inspiring your companions, shoring up their resolve
  to fight. When you do so, choose up to six friendly
  creatures (which can include yourself) within 30
  feet of you who can see or hear you and who can
  understand you. Each creature can gain 7 temporary
  hit points. A creature can't gain temporary hit
  points from this feat again until it has finished a
  short or long rest.
  Equipment
  Elven chain, shield, longsword, longbow, 20 arrows,
  diplomatic papers, scrollcase, writing instruments,
  backpack, bedroll, waterskin, rations (1 week).
  Medium humanoid (human), Thief roguish
  archetype, Champion martial archetype, neutral
  good
  Armor Class 17 (chain shirt, shield)
  Hit Points 48 (Hit Dice 3d8 + 3d10 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 17 (+3) 14 (+2) 10 (+0) 13 (+1) 15 (+2)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Dex +6, Int +3
  Skills Arcana +3, Deception +5, Insight +3,
  Persuasion +5, Sleight of Hand +9•, Stealth +9•
  Armor Light armor, medium armor, shields
  Weapons Simple weapons, martial weapons
  Tools Brewer’s supplies, cook’s utensils, thieves’
  tools
  Senses Passive Perception 11
  Languages Abanasinian, Common, Thieves’ cant
  Actions
  Short sword. Melee Weapon Attack: +6 to hit, reach
  5 ft., one target. Hit: 1d6 + 3 piercing damage.
  Frying pan. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 1d6 + 2 bludgeoning damage.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit,
  reach 5 ft. or range 20/60 ft. Hit: 1d4 + 3 piercing
  damage.
  APPENDIX 2 | HEROES OF THE LANCE
  
  42
  Fighter Features
  Fighting Style: Defense. While you are wearing
  armor, you gain a +1 bonus to AC. (This is factored
  into the stat block.)
  Second Wind. On your turn, you can use a bonus
  action to regain 1d10 + 3 hit points. Once you use
  this feature, you must finish a short or long rest
  before you can use it again.
  Action Surge. On your turn, you can take one
  additional action on top of your regular action and a
  possible bonus action.
  Martial Archetype: Champion
  Improved Critical. Your weapon attacks score a
  critical hit on a roll of 19 or 20.
  Rogue Features
  Expertise. Your proficiency bonus is doubled for any
  ability check you make using your Sleight of Hand
  or Stealth skills.
  Sneak Attack. Once per turn, you can deal an extra
  2d6 damage to one creature you hit with an attack
  if you have advantage on the attack roll. The attack
  must use a finesse or a ranged weapon.
  You don’t need advantage on the attack roll if
  another enemy of the target is within 5 feet of it,
  that enemy isn’t incapacitated, and you don’t have
  disadvantage on the attack roll.
  Cunning Action. You can take a bonus action on
  each of your turns in combat. This action can be
  used only to take the Dash, Disengage, or Hide
  action.
  Roguish Archetype: Thief
  Fast Hands. You can use the bonus action granted
  by your Cunning Action to make a Dexterity
  (Sleight of Hand) check, use your thieves’ tools to
  disarm a trap or open a lock, or take the Use an
  Object action.
  Second-Story Work. You can climb faster than
  normal; climbing no longer costs you extra
  movement.
  In addition, when you make a running jump, the
  distance you cover increases by 3 feet.
  Equipment
  Chain shirt, shield, short sword, daggers (2), frying
  pan (as mace), father’s ring on neckchain, backpack,
  bedroll, sack, grappling hook, hempen rope 50 feet,
  waterskin, thieves’ tools, rations (1 week).
  APPENDIX 2 | HEROES OF THE LANCE
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Kentti - SVP4204 Dragons of Autumn 5e Conversion.pdf