TEXT: Underworld Speculation 
  Operating as secret agents for the Lords of Waterdeep, a promising lead takes you deep into 
  the world of the Xanathar, but what will it take for you to return? 
  An Introductory Adventure for Xanathar’s Guide to EverythingTM 
  For 1st – 4th Level Characters 
  Christopher Lindsay 
  Author 
  Adventure Code: DDIA-XGE 
  Optimized For: APL 3 
  Version: 1.0 
  Development and Editing: Stan! Brown, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Alan Patrick 
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  Introduction 
  Welcome to Underworld Expedition, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system 
  and the Storyline Name™ storyline season. 
   This adventure is designed for three to seven 1st 
  – 4th level characters and is optimized for five 
  characters with an average party level (APL) of 
  3. Characters outside this level range cannot 
  participate in this adventure. 
   It is highly encouraged that they make new 
  characters using the options provided in Xanathar’s 
  Guide to Everything (XGE). That said, it certainly 
  isn’t a requirement, though if they want to try out a 
  character created using those rules, pregenerated 
  characters made specifically from XGE, are provided 
  in the download with this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in adjusting 
  for smaller or larger groups, though as an 
  introductory adventure for a product filled to the 
  brim with player options, all pregenerated 
  characters are 3rd level only. You’re not bound to 
  these adjustments; they’re here for your 
  convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party  
   
   
  Strength 
  3-4 characters, APL less than   
  Very weak 
  3-4 characters, APL equivalent   
  Weak 
  3-4 characters, APL greater than  Average 
  5 characters, APL less than   
   
  Weak 
  5 characters, APL equivalent   
  Average 
  5 characters, APL greater than   
  Strong 
  6-7 characters, APL less than   
  Average 
  6-7 characters, APL equivalent   
  Strong 
  6-7 characters, APL greater than  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  recommendation is not offered or appropriate for 
  your group, you don’t have to adjust. 
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself while running the adventure, such as a 
  way you’d like to portray an NPC or a tactic you’d 
  like to use in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone 
  should have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when 
  this happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   Estimated Duration. These are listed at the 
  beginning of each section and refer to about how 
  long it should take to play in a convention setting 
  ONLY. If you have no time constraints, feel free to 
  take as much time as you like. 
   
   
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  Adventure Primer 
  This section provides the adventure’s background, a 
  list of prominent NPCs, an overview of the 
  adventure in play, and a hook that you can use to 
  introduce your players’ characters to the action. 
  Adventure Background 
  A long time ago, an aboleth made its home in the 
  sewers beneath Waterdeep, and started enslaving 
  creatures that were unfortunate enough to get too 
  close. A few of these creatures belonged to the 
  organization maintained by the Xanathar, which 
  attracted the crime lord’s attention. An 
  investigation ensued, and ultimately both creatures 
  found themselves in direct conflict with one 
  another. Unfortunately for the aboleth, the beholder 
  was far too powerful, and the Xanathar destroyed 
  the creature. 
   Unbeknownst to the Xanathar, one of his former 
  minions was still enslaved by the power of the 
  aboleth, whose consciousness, due to some strange 
  confluence of magic that occurred during the battle, 
  was trapped in the only thing left of the creature… 
  ironically enough, an eyeball. Before the minion was 
  relieved of its responsibilities to the guild 
  permanently, it dropped the orb into the bath that 
  became the home of the only thing the Xanathar 
  truly loves: Sylgar, his pet fish. 
   Since that time, the remaining consciousness of 
  the aboleth transmuted its own eyeball into a 
  sentient artifact referring to itself as Dawn’s Beacon, 
  whose only goal is to get revenge on the Xanathar. 
   To this end, the eye has been “calling” 
  adventurers to the safe house where the tank is 
  located, hoping to find a group with the grit to 
  retrieve it from the fish tank. 
  Adventure Overview 
  The characters wake up in a pebbly cave with no 
  doors and no windows. The only way out, is to 
  explore an algae-laden pool of water that leads to 
  some underwater tunnels and finally up into the 
  light.  
   What they don’t know is they’re all about 4 inches 
  tall (or shorter for small characters), and they’re in 
  a series of tiny tunnels that exist within the gravel at 
  the bottom of the tank where the Xanathar keeps its 
  pet fish Sylgar, the only thing it truly loves. In any 
  case it is up to the characters to discover this, and 
  then find a way out of the fish tank altogether.  
  The adventure is broken down into 3 parts: 
   Part 1. Wherein our adventurers awake in a 
  mysterious cavern ‘underground’ and are 
  introduced to a strange sentient magic orb who 
  seems intent on helping them get free, so long as 
  they take the orb with them. 
   Part2. The orb makes it possible for the 
  characters to breathe underwater. They can now 
  dive down into the algae laden tunnels, explore its 
  depths, and discover some of the strange 
  inhabitants, most of which were brought here by 
  the orb itself. 
   Part3. Free from the tunnels, the adventurers 
  find themselves trapped in a giant fish tank with a 
  koi the size of a whale swimming lazily above them. 
  The challenge, get out without being eaten by 
  Sylgar. 
  Adventure Hook 
  This adventure is designed to jump directly into the 
  action. Before you begin however, you should give 
  your players an opportunity to introduce and 
  describe their characters to each other. 
   Ask the players to think about how their 
  characters came to be in the service of the Lords of 
  Waterdeep. Let the players concoct their own 
  stories. If a player is hard-pressed to think of 
  anything, suggest something simple. For example, 
  they might have been recruited to assist the Lords 
  by their faction. If they have the noble or courtier 
  background they might have been recruited by the 
  open lord, Laeral Silverhand personally. This 
  exercise is a great opportunity for the players to 
  contribute to the adventure’s backstory. 
  Working as secret agents for the Lords of Waterdeep, you 
  were tasked with finding out as much as you could about the 
  Xanathar, and the creature’s organization, without engaging 
  the beholder crime boss in conflict. That of course, would be 
  tantamount to suicide. 
   
  You spent the last several weeks hunting for leads inside 
  the seedier wards of Waterdeep, hoping that the constant 
  ebb and flow of the transient population in these parts of the 
  city might bear fruit… and evidently you weren’t wrong. 
   
  Despite being dressed in fine clothes, the dwarf you spoke 
  with… what was his name again?... was certainly a tough 
  customer… and smart too. He knew a thing or two, and it 
  wasn’t long before you found yourselves standing in a dark 
  alleyway, looking down a short set of steps at the entrance of  
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  DDIA-XGE Underworld Speculation 
  4
  an alleged ‘safehouse’ of the Xanathar’s organization. 
   
  You took EVERY precaution when breaking and entering, 
  but as the door swung wide, there was a bright flash and 
  then everything faded to black. 
  The characters are shrunk and transported inside 
  Sylgar’s fish bowl by Dawn’s Beacon who seeks to 
  test them. This process causes them to black out for 
  a few moments.  
   In any case they can either get the artifact out of 
  its current prison, or it will enslave them for its own 
  amusement, like it has so many before them.  
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  Part 1. Wake Up… Get Up 
  Estimated Duration: 15 minutes 
  The adventures have, unbeknownst to them, been 
  shrunk down to four inches or less in size and 
  transported to this miniature cavern beneath the 
  water of Sylgar’s tank. It is important that you not 
  show the map to your players, as it will give away 
  the surprise that they’ve been shrunk. The map is 
  for the Dungeon Master’s eyes only. 
   It should also house the general features of the 
  area that this part takes place in. 
  General Features 
  The characters have been shrunk down, though to make this 
  easy for you to run, size is all relative in this adventure. The 
  map is split into two sections, The Stony Caves and Fishbowl. 
  Inside the Stony Caves each square is functionally 5 feet, 
  while in the Fishbowl, each square is functionally 10 feet. 
  Terrain. The ground here is pebbly, though since the 
  pebbles are normal size, it looks like a rocky beach, and as 
  such is difficult terrain.  
  Light. Initially there is light as bright as a torch (20 feet) 
  emanating from the milky white orb in the chamber. 
  Smells and Sounds. The gentle lapping of water that smells 
  relatively fresh is the only sound in the chamber not made by 
  the characters. 
  A. Freshwater Cavern & The Orb
  This cavern is home to Dawn’s Beacon, the only 
  remains of an aboleth that was defeated by the 
  Xanathar. For more information about the beacon, 
  see Appendix A. Dramatis Personae. 
  You regain consciousness and find yourself lying inside a large 
  cavern on a rocky beach. On the beach nearby, a milky orb—
  a little bigger than a human fist—rests in the middle of a 
  magic circle, pulsing slowly with light. It is the only light in the 
  chamber. A large pool of dark water dominates nearly half of 
  the cavern. 
  The milky orb is Dawn’s Beacon. Once the characters 
  have come around, they hear the voice of the orb 
  speaking to them telepathically.  
   Dawn’s Beacon speaks to them in calm, soothing 
  tones and forlornly informs them that it was once a 
  powerful force for good and truth, but has been 
  trapped here by the Xanathar.  
   If the characters ask the orb its name, it says that 
  it has had many names, but the one it can recall, and 
  likes best, is Dawn’s Beacon. 
   Dawn’s Beacon tells the characters that it will help 
  them escape the cave, so long as they take it with 
  them. 
   Anyone that chooses to attempt to attune to the 
  orb, is successful—regardless of how many other 
  magic items they are already attuned to. That said, 
  the effect of attunement is the ever-present feeling 
  of having Dawn’s Beacon in their head. 
   Once complete, Dawn’s Beacon informs the 
  characters that it believes the only way out is via the 
  pool of water. If the characters are uncomfortable 
  with this, Dawn’s Beacon asks them to all touch it at 
  once. When this occurs, those in contact with it 
  receive the effects of a water breathing spell. This 
  ability is a residual talent left over from when 
  Dawn’s Beacon was a living aboleth. If the 
  characters attempt to leave without Dawn’s Beacon, 
  it dispels this effect. 
  Developments 
  Once the characters can breathe water they’re ready 
  to set out into the tunnels. It is important to note 
  that while no swimming checks are required to 
  navigate this path, characters without a swim speed 
  move at half speed. Additional rules for underwater 
  combat and such are given in a sidebar in the next 
  section. 
  Tricks of the Trade 
  If the characters are indecisive or overly analytical during this 
  interaction, Dawn’s Beacon warns them truthfully that water 
  fills the cave periodically, and that if they wish to live through 
  this event, someone must attune to it and then use its power 
  to allow the party to breathe water. 
  Wisdom (Insight) checks made to tell if Dawn’s Beacon is 
  lying are set at DC 25. If by some chance a character manages 
  to succeed at one of these, they only get the impression that 
  there is A LOT to the magic orb and that it may not reveal all 
  its secrets at once. All the hallmarks of an incredibly powerful 
  magic item. 
  If detect magic is cast upon Dawn’s Beacon, it appears to 
  be incredibly powerful magic of an indeterminate nature. 
  Additionally, the orb can’t be persuaded, deceived, or 
  intimidated by the characters. They’re incapable of 
  destroying it, and it knows this. That said, it never takes on a 
  haughty or superior tone—it’s always calm and reassuring in 
  its dialogue. 
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  Part 2. Escape or Die 
  Estimated Duration: 45 minutes 
  It’s ALL About the Journey 
  A key to be a good DM is to make the encounters 
  exciting and rich, allowing the players to have a 
  moment for their characters to shine and be the 
  hero. The key to be a great DM is to make the 
  moments in between those encounters just as 
  interesting. Elaborate on how dim the lighting is, or 
  how the water tastes funny (probably like fish food) 
  as they swim along the passageways beneath the 
  gravel in Sylgar’s fish bowl. Keep this a secret, as 
  half the fun will be the surprise of discovering 
  they’ve been shrunk and transported by magic into 
  their present location. Describe subtle variations in 
  water temperature. 
   The first part of this adventure is a journey along 
  these underwater passageways. There are several 
  encounters that can happen as the characters make 
  this journey. The order and location of these is for 
  you to decide. Think of this section of the adventure 
  as a tool box from which you can draw elements 
  that are relevant to the adventure location, and then 
  have fun with it.  It is okay to shift and change any 
  plans you have as the players make decisions, 
  making the environment what you need it to be to 
  maintain the excitement. As the DM, it’s all up to 
  you! 
   To get them started, ask the players to give you 
  the party’s marching order and how their 
  characters are traveling. Who’s in front, and who’s 
  bringing up the rear? Who is carrying Dawn’s 
  Beacon and so forth. 
  General Features 
  Terrain. The ceiling height throughout the tunnels vary 
  from 8 to 15 feet. It is safe to assume at any point that the 
  ceiling is as high as the tunnel is wide. Chambers have 15-
  foot high ceilings. 
  The sides of the walls appear smooth, though in fact 
  they’re extremely rough, and rubbing up against them with 
  bare skin/cloth is a great way to lose a few layers of skin or 
  destroy whatever clothes you’re wearing. 
  Light. The water down here is cloudy—limiting vision to 10 
  feet. 
  Smells and Sounds. Smelling is impossible underwater and 
  all sounds are muted. Conversation more than 5 feet away 
  from one another is impossible to understand, even when 
  yelling. 
  A. Sea Spawn Attack
  The characters aren’t the first group of folks that 
  Dawn’s Beacon has summoned to its cause. Many 
  adventuring parties have been summoned here, and 
  have failed to accomplish the task of escaping—
  even with the artifact’s assistance. Those that came 
  before were transformed into sea spawn that now 
  haunt the area, so to speak. 
   As some point while traversing the tunnels, the 
  characters are attacked by at least one group of 
  these creatures, who know nothing but hatred for 
  outsiders. A good rule of thumb is to run this 
  encounter a number of times equal to the APL of the 
  party. You should consider spacing them out evenly 
  along the tunnels and chambers in this part of the 
  adventure. 
   Two sea spawn attack the characters, swimming 
  in fast to take advantage of their lack of visibility. 
  Scaly humanoids with bulbous, white eyes, long claws, and 
  tentacles for legs emerge from the cloudy water around you, 
  snarling a silent battle cry as they appear. 
  The two creatures attack from 10 feet away with 
  their tentacles, keeping their distance from the 
  characters as they swim in to attack, and then drop 
  out of reach afterward. 
   They focus their attacks on grappled characters, 
  shifting their attention if another intervenes on the 
  character’s behalf. 
  Underwater Combat 
  When making a melee weapon attack, a creature that 
  doesn’t have a swimming speed (either natural or granted by 
  magic) has disadvantage on the attack roll unless the weapon 
  is a dagger, javelin, shortsword, spear, or trident. 
  A ranged weapon attack automatically misses a target 
  beyond the weapon’s normal range. Even against a target 
  within normal range, the attack roll has disadvantage unless 
  the weapon is a crossbow, a net, or a weapon that is thrown 
  like a javelin (including a spear, trident, or dart). Creatures 
  and objects that are fully immersed in water have resistance 
  to fire damage. 
  Swimming 
  While swimming, each foot of movement costs 1 extra foot, 
  unless a creature has a swim speed. If a character chooses to 
  simply walk through the water, this rule still applies. 
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  DDIA-XGE Underworld Speculation 
   
   
  7 
  Treasure 
  The sea spawns don’t have anything of real value on 
  them, though if you want to add some color to these 
  encounters, each time one happens, the characters 
  find an item from trinket table in the Player’s 
  Handbook (p.160-161) on one of the sea spawn. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove a sea spawn 
  • Weak: Reduce the hit points of both sea spawns to 22. 
  • Strong: Add a sea spawn 
  • Very Strong: Add a sea spawn and their hit points are 
  increased to 40. 
  Tricks of the Trade 
  There is quite a lot of ground to cover throughout these 
  tunnels, so if you’re not running this with a time limit 
  you can absolutely take your time and have multiple sea 
  spawn encounters. 
  It’s up to you as the DM to decide how easy or difficult 
  these encounters are. If the characters have a rough time 
  with two of these creatures, perhaps if you decide to use 
  this encounter again during the same session you only 
  include one, or you could reduce the hit points of each 
  creature by 10. If the characters are blowing through 
  these without a sweat, it is okay, if you use this 
  encounter again, to increase it by one. 
  B. Net Gain 
  The sea spawns have been setting elaborate net 
  traps throughout the tunnel. It’s up to you, as 
  Dungeon Master, to decide where and when to 
  employ these traps. It is certainly possible for you to 
  combine one of these with a Sea Spawn Attack to 
  really challenge your players. 
   Trigger. A trip wire strung across a hallway is 
  rigged to a large net. If the trip wire is broken, the 
  net falls on intruders. 
   Effect. A net covering a 10-foot-by-10-foot area 
  centered on the trip wire falls to the floor. Any 
  creature fully within this area must succeed on a DC 
  15 Dexterity saving throw or be restrained. 
  Additionally, tiny spines have been fitted into the 
  net, each of which is covered with a toxin crafted by 
  the sea spawns from algae. A restrained creature 
  must succeed on a DC 13 Constitution saving throw 
  or be poisoned for one hour.  
   A creature can use its action to make a DC 10 
  Strength check to try to free itself or another 
  creature in the net. Dealing 5 slashing damage to the 
  net (AC 10, 20 hp) also frees a creature without 
  harming the creature. 
   Countermeasures. A successful DC 15 Wisdom 
  (Perception) check reveals the trip wire and the net. 
  A successful DC 15 Dexterity check using thieves’ 
  tools disables the trip wire without causing the net 
  to drop; failing the check causes the trap to activate. 
  Developments 
  There is a 50 percent chance that triggering one of 
  these net traps attracts the attention of nearby sea 
  spawns. If this occurs, a Sea Spawn attack occurs 
  one round after the trap is triggered. 
  Tricks of the Trade 
  How this encounter plays out depends largely on you as the 
  DM. If the characters are having an easy time of it, you can 
  choose to automatically trigger a sea spawn attack. This 
  attack could even happen immediately as though the 
  creatures were waiting nearby and watching for prey. On the 
  other hand, if things are going hard on the characters, you 
  might reduce the DC to resist the effect of the poison, or 
  even remove it altogether.  
  C. Snails Anyone? 
  To manage the cleaning of Sylgar’s fish bowl, the 
  Xanathar has had his servants place one or more 
  snails inside. These creatures eat debris, fish 
  excrement and other such things that might clutter 
  up Sylgar’s living environment. Their presence 
  means that the Xanathar’s servants must clean the 
  fish bowl with much less frequency. 
   Unfortunately for the characters, Dawn’s Beacon 
  has transmuted these creatures into something far 
  more dangerous. Refrain from reading the 
  description below until the creature is within 10 
  feet of the characters. 
  The largest snail you’ve ever seen blocks the passage ahead. 
  Five flail-like protrusions extend from the top of its head, 
  waving about dangerously as the creature slinks in your 
  general direction.  
  A flail snail approaches the party in search of food. 
  Since the characters have limited visibility 
  underwater, they won’t have a clear look at this 
  creature until it is within 10 feet of them. 
   
   
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  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Reduce the number of flails to three, reducing 
  its hit points to 32. 
  • Weak: Reduce the number of flails to four, reducing its hit 
  points to 42. 
  • Strong: Add one flail, increasing its hit points to 62. 
  • Very Strong: Add two flails, increasing its hit points to 72. 
  Treasure 
  Collecting the shell from this creature in one piece 
  isn’t possible without special preparation and 
  equipment—which the characters don’t possess. It 
  is, however, possible to collect it in pieces, assuming 
  the characters are aware of its value. A character 
  succeeding on a DC 15 Intelligence (Nature) check is 
  recognizes the creature and the value of the shell. 
   Assuming they do recognize that the shell of this 
  creature has value, it can be harvested and later 
  sold for as much as 250 gp, once it has returned to 
  regular size. 
  Tricks of the Trade 
  Keep your eye on how hot your dice are rolling for this 
  encounter. A single round of successful flail snail attacks on a 
  single character can be devastating at this level. If you have a 
  stronger party, despite what it says in the rules for the 
  creature, it is okay to say this is a ‘mutant flail snail’ (as if it 
  weren’t already some crazy monster straight out of Gamma 
  World), and split its attacks among two or more adjacent 
  characters. You’ll only want to use this encounter once. 
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  Part 3. Fish Are Friends, Not Food! 
  Estimated Duration: 45 minutes 
  This section of the adventure begins when the 
  characters emerge from the tunnels out into the 
  larger area of the fish bowl. Read or paraphrase the 
  following, but give them an opportunity to draw 
  their own conclusions as to what’s going on. The 
  process of discovery can be extremely entertaining 
  for you to observe. 
  A. Little Fish in a Big Bowl
  The tunnel opens into a vast underwater area, where light 
  streams in from overhead playing across the floor in myriad 
  coruscating patterns. The water is clear here and you can see 
  that the ground here takes on a sandy consistency that rises 
  in dunes to either side of the valley you’re standing in. To one 
  side you can see what appears to be a fortress sealed by a 
  massive portcullis, while a partially collapsed tower, it’s base 
  buried beneath the sand, rests on the dune behind you. 
  Directly ahead, several massive clams rest in the silt. 
  Occasionally one opens briefly to reveal something shiny 
  within. The shadow of something massive swimming above 
  you briefly blocks out the light and then passes across the 
  valley. 
  General Features 
  Terrain. The ground here is sandy, and stepping onto it 
  leaves depressions. Everything is still underwater however, 
  and so all rules for movement in that environment apply.  
  Light. There is a constant light source somewhere above 
  the water that illuminates the entire inside of the fish bowl. 
  If the characters look up, they see Sylgar, who 
  appears as a strange white- and orange-colored 
  whale swimming lazily above them. 
   Referring to your map, you can see that if the 
  characters swim to their immediate left, they 
  quickly come to side of the giant fishbowl which 
  appears to extend in both directions (an inverted 
  horizon) as far as you can see. The glassteel is dirty 
  on the outside, so it’s impossible to see out. 
   What happens at this point depends largely on 
  what the party does, as follows: 
  • Investigate the giant clams. See 1. Clamshell
  Surprise!
  • Head toward the fortress: See 2. Algaepygmies!
  • Swim up toward Sylgar: See 3. Feeding Sylgar!
  1. Clamshell Surprise! 
  In the tank where the clams dwell, there resides an
  ersatz eye. From outside the clam it is easily
  mistaken for a large pearl. This was dropped into 
  the tank accidentally, and it just so happens that it 
  drifted inside the shell of a giant clam. 
   It’s possible to retrieve the pearl, though reaching 
  into the clam’s mouth to do so provokes it to attack. 
  The other clams don’t intervene on behalf of the 
  attacked clam. 
  Tricks of the Trade. 
  Consider the following. This isn’t meant to be any more 
  complicated than it looks. Only two characters can attack the 
  giant clam’s innards in melee during any given round. To do 
  otherwise requires one of them to move, which provokes an 
  opportunity attack from the hungry crustacean. There are 
  four of these creatures in the fish bowl though only one of 
  them has treasure. The characters are welcome to attack the 
  others, and they will fight, but only so long as they’re 
  engaged. 
  Treasure 
  Only after defeating the clam with the ersatz eye, 
  can the characters harvest the magic item from 
  inside the dead creature. Up to that point, no 
  number of Strength checks can pry it loose from the 
  creature’s innards. 
   There is also a scattering of gold pieces on the 
  floor of the fish bowl around the giant clams.  They 
  are, inexplicably shrunk, just like the characters, 
  and are easily collected up, totaling 250 gp. 
  2. Algaepygmies! 
  To one side of the fortress is an area of dense
  underwater plant life. This is the home of a tribe of
  algaepygmies. Approaching the plants or the
  entrance to the fortress provokes an attack from
  these creatures.
  A group of fierce looking creatures, whose bodies are 
  comprised of living algae shaped into the form of vicious 
  merfolk, appear, swimming rapidly in your direction. 
  Six algaepygmies attack the characters. They are 
  willing to defend their territory to the death. If the 
  characters swim directly toward the plant life to the 
  east of the fortress, the creatures wait to attack until 
  they’re adjacent, taking advantage of their 
  camouflage ability to attempt to get the characters 
  by surprise. Otherwise, they wait until the 
  characters are at the portcullis to attack. 
  Treasure 
  If the characters search near the underwater plant 
  life, they find an unassuming looking flower pot. It is 
  in fact a pot of awakening. 
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  10 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove two algaepygmies 
  • Weak: Remove an algaepygmy 
  • Strong: Add an algaepygmy 
  • Very Strong: Add two algaepygmies 
  Tricks of the Trade. 
  Consider the following. Individually, algaepygmies aren’t 
  particularly tough, which is generally why they tend to gang 
  up on creatures they attack, three-to-one if possible, though 
  if this proves too much for the characters, switch it up to 
  two-to-one. 
  3. Feeding Sylgar! 
  Sylgar swims lazily near the surface of the water in 
  the fishbowl. The characters may not understand, 
  but swimming closer to what appears is a behemoth 
  koi fish can be extremely hazardous. Swimming 
  more than three feet above the bottom of the fish 
  bowl attracts Sylgar’s attention. As the characters 
  are only four inches (or less) in size, and Sylgar is 
  omnivorous, he is likely to eat them. 
  Sylgar’s Fish Bowl 
  Sylgar’s fish bowl is quite large (more than 17 feet in 
  diameter, and 10 feet deep) and constructed of glassteel. As 
  annotated on your map, 6 inches in the fish bowl equals one 
  square which accounts for 10 feet in actual movement for 
  the tiny characters. This means your average character can 
  travel one to one and one-half squares per move. Sylgar on 
  the other hand swims five per move. 
  Three feet above the floor of the fish bowl is six 
  squares up, which, in the scheme of things, isn’t very 
  far. Dawn’s Beacon warns the characters about 
  swimming up too high, but if they make a conscious 
  choice to do so, Sylgar moves in to eat them. 
   Sylgar. The immense fish retreats if reduced to 
  40 or fewer hit points, swimming away faster than 
  the characters can keep up. 
  Tricks of the Trade. 
  Consider the following. Being the predator in this little 
  scenario, Sylgar is a merciless, voracious eater. Once the fight 
  is begun, the fish pursues the characters wherever they go 
  inside the tank. The only place Sylgar can’t get to, is the 
  tunnel the characters arrived from. 
  Treasure 
  While fighting Sylgar, any character making a 
  successful DC 10 Wisdom (Perception) check (or 
  whose passive Perception is 10 or greater), notices 
  an interesting stick of finished wood stuck in its 
  gills. If a character were to make a successful DC 13 
  Dexterity (Sleight of Hand) check while Sylgar is 
  adjacent to them, they can retrieve the item. It is a 
  wand of smiles. 
  B. Eye of the Aboleth 
  At a time that you determine, Dawn’s Beacon makes 
  its demands known. Before doing so, however, it 
  gives the characters plenty of opportunity to 
  explore the fish bowl and wreak as much havoc as it 
  seems they’re equipped to do. 
   Not only does the artifact want to escape the fish 
  bowl, it wants to get revenge on the Xanathar. The 
  best way it knows to do this is to place an extremely 
  powerful enchantment on the characters. 
   Read or paraphrase the following. 
  In your minds you hear Dawn’s Beacon speaking to you once 
  more, though the artifact sounds exultant this time, “You’re 
  truly wondrous creatures, and if you promise me a favor, I 
  shall get us all out of this enclosure to safety. 
   
  At some point in the future you may find yourself in the 
  presence of the creature known as The Xanathar. I certainly 
  don’t mean today, perhaps not even this year… just 
  sometime.  
   
  All I ask, is that you KILL this creature. To ensure that we 
  have a proper accord however, I’m going to have to ask you 
  to accept a powerful enchantment that will compel you to 
  act according to this compact. What say you?” 
  If the characters agree to this, Dawn’s Beacon shines 
  with an extremely bright light and they each feel as 
  though something immeasurably powerful has been 
  locked away in the back of their minds. At this point, 
  there is a second flash of light, briefly blinding them 
  as Dawn’s Beacon teleports them back to a dark 
  taproom in an unfamiliar tavern in the heart of 
  Waterdeep. 
  A DEAL YOU CAN’T REFUSE… EASILY 
  If the characters refuse, Dawn’s Beacon starts transforming 
  them one by one into sea spawn. The artifact acts on 
  initiative 20 and can attack once per round. The targeted 
  creature must make a successful DC 15 Wisdom saving throw 
  to resist. If the creature fails the first saving throw, it is 
  Stunned as it begins to transform. It receives a second saving 
  throw at the end of its turn. If it fails this saving throw it 
  becomes a sea spawn and only a wish can revert the creature 
  to its original form. All sea spawn are under the control of 
  Dawn’s Beacon. 
   
   
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  If the characters attempt to destroy Dawn’s Beacon, it has 
  an AC 18, and is immune to acid, cold, electricity, fire, poison, 
  and thunder damage, as well as damage from nonmagical 
  weapons. If Dawn’s Beacon takes 40 points of damage from 
  spells that do other types of damage it goes inert for 10 
  minutes. 
  Developments 
  If the characters agree and are teleported out, when 
  they arrive, Dawn’s Beacon is no long among them.  
   If they escape by defeating Sylgar and climbing 
  out of the fish bowl, they immediately return to 
  regular size (as they’re no longer under the 
  influence of Dawn’s Beacon) and trigger a trap that 
  teleports them out of the hideout and into some 
  other dark alley in the middle of Waterdeep, having 
  forgotten the location of this one as soon as they’re 
  gone. Dawn’s Beacon is also gone in this instance as 
  well. 
  Tricks of the Trade 
  There is a very real chance the entire party of characters 
  might die in this combat. It isn’t meant to be fair by any 
  stretch of the imagination. Dawn’s Beacon will continue to 
  calmly ask them to agree to its terms the entire time, 
  sounding very reasonable. It can’t understand why they 
  wouldn’t want to destroy the beholder crime lord at some 
  point. 
   
   
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  12 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session.  
   If you played a pregenerated character for this 
  adventure, please apply all earned rewards to a new 
  1st level character. The pregenerated characters are 
  for this adventure only. 
  Experience (Min/Max XP: 900/1200 ea.) 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters 
  present in the combat. For non-combat experience, 
  the rewards are listed per character. 
  Combat Awards 
  Name of Foe  
   
  XP Per Foe 
  Algaepygmy  
   
  50 each 
  Flail Snail  
   
   
  700 
  Sea Spawn 
   
   
  200 each 
  Giant Clam 
   
   
  450 
  Sylgar  
   
   
   
  1,800 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Treasure Awards 
  Item Name 
   
   
   
   
  GP Value 
  Flail Snail Shell Sale  
   
  250 
  Gold from giant clams  
  250 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Ersatz Eye 
  Wondrous Item, common (requires attunement) 
  When used, this orb swirls with a pearlescent mist 
  within. More information about this item can be 
  found in Player Handout 1. 
  Pot of Awakening 
  Wondrous item, common 
  This clay pot is stamped with an oak leaf, the holy 
  symbol of Silvanus. More information about this 
  item can be found in Player Handout 1. 
  Wand of Smiles 
  Wondrous item, common 
  This wand was carved from black walnut and has a 
  lacquered finish with a stylized grinning face carved 
  into one end. More information about this item can 
  be found in Player Handout 1. 
  Story Awards 
  During this adventure, the characters may earn the 
  following story award: 
   Deal with Dawn’s Beacon. You’ve allowed the 
  artifact called Dawn’s Beacon to place you under and 
  extremely powerful enchantment. At some point in 
  the future, if you find yourself in the presence of the 
  Xanathar, you must attempt to kill the creature. 
  More information can be found in Player Handout 
  2. 
  Player Rewards 
  For completing this mission, the characters earn 
  downtime and renown as described in the D&D 
  Adventurers League Dungeon Master’s Guide 
  (ALDMG). 
  DM Reward 
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
   
   
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  Appendix A. Dramatis Personae 
  The following NPCs are featured prominently in this 
  adventure: 
   Dawn’s Beacon. Previously the eye of an aboleth, 
  this magical orb contains all that remains of the 
  creature’s considerable power and personality. 
  Once it has brought the characters to it, the beacon 
  manipulates them into removing it from Sylgar’s 
  tank.  
   The beacon is extraordinarily intelligent, wise, 
  and charismatic and resists any attempt to discern 
  its motives. Ultimately it seems to be no more than a 
  benevolent benefactor, bent on helping the 
  adventures escape from their current predicament. 
   Dawn’s Beacon has many powers at its disposal, 
  though it goes to great lengths to let the character 
  that holds it think that they’re attuned to one 
  another, and the character is responsible for 
  tapping the magic it possesses. 
   It is important to recognize that if Dawn’s Beacon 
  simply wanted to escape, it could do so. It’s main 
  objective however is to recruit heroes to destroy the 
  Xanathar. 
   
   
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  Appendix B. Monster/NPC Statistics 
   
  Algaepygmy 
  Small plant, neutral 
  Armor Class 13 (natural armor) 
  Hit Points 9 (2d6 + 2) 
  Speed 5 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  7 (-2) 
  14 (+2) 
  13 (+1) 
  6 (-2) 
  11 (+0) 
  7 (-2) 
    
  Skills Perception +2, Stealth +4 
  Damage Resistances lightning, piercing 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Algaepygmy 
  Challenge 1/4 (50 XP) 
  Amphibious. The algaepygmy can breathe both air and 
  water. 
  Plant Camouflage. The algaepygmy has advantage on 
  Dexterity (Stealth) checks it makes in any terrain with 
  ample obscuring plant life. 
  Regeneration. The algaepygmy regains 3 hit points at 
  the start of its turn. If it takes cold, fire, or necrotic 
  damage, this trait doesn’t function at the start of the 
  algaepygmy’s next turn. The algaepygmy dies only if it 
  starts its turn with 0 hit points and doesn’t regenerate. 
  Actions 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
   
  Flail Snail 
  Large elemental, unaligned 
  Armor Class 16 (natural armor) 
  Hit Points 52 (5d10 + 25) 
  Speed 10 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  5 (-3) 
  20 (+5) 
  3 (-4) 
  10 (+0) 
  5 (-3) 
    
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 10 
  Languages — 
  Challenge 3 (700 XP) 
  Antimagic Shell. The snail has advantage on saving 
  throws against spells, and any creature making a spell 
  attack against the snail has disadvantage on the attack 
  roll. If the snail succeeds on its saving throw against a 
  spell or a spell attack misses it, an additional effect 
  might occur, as determined by rolling a d6: 
   1–2. If the spell affects an area or has multiple 
  targets, it fails and has no effect. If the spell targets 
  only the snail, it has no effect on the snail and is 
  reflected back at the caster, using the spell slot level, 
  spell save DC, attack bonus, and spellcasting ability of 
  the caster. 
   3–4. No additional effect. 
   5–6. The snail’s shell converts some of the spell’s 
  energy into a burst of destructive force. Each creature 
  within 30 feet of the snail must make a DC 15 
  Constitution saving throw, taking 1d6 force damage 
  per level of the spell on a failed save, or half as much 
  damage on a successful one. 
  Flail Tentacles. The flail snail has five flail tentacles. 
  Whenever the snail takes 10 damage or more on a 
  single turn, one of its tentacles dies. If even one 
  tentacle remains, the snail regrows all dead ones 
  within 1d4 days. If all its tentacles die, the snail retracts 
  into its shell, gaining total cover, and it begins wailing, a 
  sound that can be heard for 600 feet, stopping only 
  when it dies 5d6 minutes later. Healing magic that 
  restores limbs, such as the regenerate spell, can halt 
  this dying process. 
  Actions 
  Multiattack. The flail snail makes as many Flail Tentacle 
  attacks as it has flail tentacles, all against the same 
  target. 
  Flail Tentacle. Melee Weapon Attack: +5 to hit, reach 
  10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. 
  Scintillating Shell (Recharges after a Short or Long Rest). 
  The snail’s shell emits dazzling, colored light until the 
  end of the snail’s next turn. During this time, the shell 
  sheds bright light in a 30-foot radius and dim light for 
  an additional 30 feet, and 
  creatures that can see the snail have disadvantage on 
  attack rolls against it. In addition, any creature within 
  the bright light and able to see the snail when this 
  power is activated must succeed on a DC 15 Wisdom 
  saving throw or be stunned until the light ends. 
  Shell Defense. The flail snail withdraws into its shell, 
  gaining a +4 bonus to AC until it emerges. It can 
  emerge from its shell as a bonus action on its turn. 
   
   
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  Sea Spawn 
  Medium humanoid, neutral evil 
  Armor Class 11 (natural armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 20 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  8 (-1) 
  15 (+2) 
  6 (-2) 
  10 (+0) 
  8 (-1) 
    
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands Aquan and Common but can’t 
  speak 
  Challenge 1 (200 XP) 
  Limited Amphibiousness. The sea spawn can breathe air 
  and water, but needs to be submerged in the sea at 
  least once a day for 1 minute to avoid suffocating. 
  Actions 
  Multiattack. The sea spawn makes three attacks: two 
  unarmed strikes and one with its Piscine Anatomy. 
  Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. 
  Piscine Anatomy. The sea spawn created by Dawn’s 
  Beacon all have a tentacle attack: 
  Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 5 (1d6 + 2) bludgeoning damage, and 
  the target is grappled (escape DC 12) if it is a Medium 
  or smaller creature. Until this grapple ends, the sea 
  spawn can’t use this tentacle on another target. 
   
  Giant Clam 
  Medium beast, neutral 
  Armor Class 12 inside; 18 shell (natural armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 5 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  5 (−3) 
  13 (+1) 
  8 (−1) 
    
  Condition Immunities blind, prone 
  Senses tremorsense 60 ft., passive Perception 11 
  Languages — 
  Challenge 2 (450 XP) 
  Adhesive (Inside Only). The giant clam adheres to 
  anything that touches it. A Large or smaller creature 
  adhered to the giant clam is also grappled by it (escape 
  DC 13). Ability checks made to escape this grapple have 
  disadvantage. 
  Grappler. The giant clam has advantage on attack rolls 
  against any creature grappled by it. 
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. 
  The target is subjected to its Adhesive trait. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 
  (1d8) acid damage. 
   
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  Sylgar 
  Huge beast, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 0 ft., swim 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  11 (+0) 
  21 (+5) 
  1 (-5) 
  10 (+0) 
  5 (-3) 
    
  Skills Perception +3 
  Senses blindsight 60 ft., passive Perception 13 
  Languages — 
  Challenge 5 (1,800 XP) 
  Blood Frenzy. Sylgar has advantage on melee attack 
  rolls against any creature that doesn’t have all its hit 
  points. 
  Water Breathing. Sylgar can breathe only underwater. 
  Actions 
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 22 (3d10 + 6) piercing damage.
   
   
   
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  Appendix. Dungeon Master’s Map 
   
   
   
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  Player Handout 1. Magic Items 
  During this adventure, the characters may find the 
  following permanent magic items. A certificate for 
  each item is included with this adventure. 
  Ersatz Eye 
  Wondrous Item, common (requires attunement) 
  When used, this orb swirls with a pearlescent mist 
  within. 
   This artificial eye replaces a real one that was 
  lost or removed. While the ersatz eye is embedded 
  in your eye socket, it can’t be removed by anyone 
  other than you, and you can see through the tiny 
  orb as though it were a normal eye. This item can 
  be found in Xanathar’s Guide to Everything. 
  Pot of Awakening 
  Wondrous item, common 
  This clay pot is stamped with an oak leaf, the holy 
  symbol of Silvanus. 
   If you plant an ordinary shrub in this 10-pound 
  clay pot and let it grow for 30 days, the shrub 
  magically transforms into an awakened shrub 
  (see the Monster Manual for statistics) at the end 
  of that time. When the shrub awakens, its roots 
  break the pot, destroying it. The awakened shrub 
  is friendly toward you. Absent commands from 
  you, it does nothing. This item can be found in 
  Xanathar’s Guide to Everything. 
  Wand of Smiles 
  Wondrous item, common 
  This wand was carved from black walnut and has 
  a lacquered finish with a stylized grinning face 
  carved into one end. 
   This wand has 3 charges. While holding it, you 
  can use an action to expend 1 of its charges and 
  target a humanoid you can see within 30 feet of 
  you. The target must succeed on a DC 10 Charisma 
  saving throw or be forced to smile for 1 minute. 
   The wand regains all expended charges daily at 
  dawn. If you expend the wand’s last charge, roll a 
  d20. On a 1, the wand transforms into a wand of 
  scowls. This item can be found in Xanathar’s Guide 
  to Everything. 
   
   
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  Player Handout 2. Story Award 
  During this adventure, the characters may earn 
  the following story award. If you are printing 
  these out for your characters, print as many as you 
  may need to ensure that any eligible character 
  receives a copy: 
  Deal with Dawn’s Beacon 
  You’ve allowed the artifact called Dawn’s Beacon 
  to place you under and extremely powerful 
  enchantment. At some point in the future, if you 
  find yourself in the presence of the Xanathar, you 
  must attempt to kill the creature. This 
  enchantment doesn’t take full effect until you 
  reach 9th level. So, between 1st and 8th level this 
  enchantment doesn’t compel you to action. 
  Evidently, Dawn’s Beacon wants you to have a 
  chance of success. 
   When this condition has been fulfilled and if you 
  find yourself in the presence of this creature, you 
  must attempt to kill it immediately. Each round 
  you choose not to attack the Xanathar you must 
  succeed on a Wisdom saving throw DC 17 or take 
  3d10 psychic damage, or half as much on a 
  successful save. This enchantment is only 
  dispelled if you succeed at your task, or if you’re 
  the recipient of a wish spell.  
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  CHARACTER
  PLAYER
  PLAYER DCI #
  DUNGEON MASTER
  DUNGEON MASTER DCI #
  DM SIGNATURE
  DealwithDawn'sBeacon
  DDIA-XGE UNDERWORLD SPECULATION
  You've allowed the artifact called Dawn's Beacon to place you under and extremely powerful enchantment. At some point in the future, if you find 
  yourself in the presence of the Xanathar, you must attempt to kill the creature. This enchantment doesn't take full effect until you reach 9th level. So, 
  between 1st and 8th level this enchantment doesn't compel you to action. Evidently, Dawn's Beacon wants you to have a chance of success.
  When this condition has been fulfilled and if you find yourself in the presence of this creature, you must attempt to kill it immediately. Each round 
  you choose not to attack the Xanathar, you must succeed on a Wisdom saving throw DC 17 or take 3d10 psychic damage, or half as much on a successful 
  save. This enchantment is only dispelled if you succeed at your task, or if you're the recipient of a wish spell.
   
  
  Certificate Identification Code
  TM & © 2014 Wizards of the Coast LLC in the USA and other countries.
  DDIA-XGE00001
  
  CHARACTER
  PLAYER
  PLAYER DCI #
  DUNGEON MASTER
  DUNGEON MASTER DCI #
  DM SIGNATURE
  CHARACTER
  PLAYER
  PLAYER DCI #
  DUNGEON MASTER
  DUNGEON MASTER DCI #
  DM SIGNATURE
  CHARACTER
  PLAYER
  PLAYER DCI #
  DUNGEON MASTER
  DUNGEON MASTER DCI #
  DM SIGNATURE
  ErsatzEye
  DDIA-XGE UNDERWORLD SPECULATION
  When used, this orb swirls with a pearlescent mist within.
  This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye
  socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were
  a normal eye. This item can be found in Xanathar's Guide to Everything.
  PotofAwakening
  DDIA-XGE UNDERWORLD SPECULATION
  This clay pot is stamped with an oak leaf, the holy symbol of Silvanus.
  If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically
  transforms into an awakened shrub (see the Monster Manual for statistics) at the end of that time.
  More information is available in Xanathar's Guide to Everything.
  WandofSmiles
  DDIA-XGE UNDERWORLD SPECULATION
  This wand was carved from black walnut and has a lacquered finish with a grinning face carved into one end.
  This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a
  humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or
  be forced to smile for 1 minute. More information is available in Xanathar's Guide to Everything.
  Xanathar's Guide to Everything Introductory Adventure 
  Wizards of the Coast LLC - In Store Demo Only
  
  Certificate Identification Code
  Certificate Identification Code
  Certificate Identification Code
  TM & © 2014 Wizards of the Coast LLC in the USA and other countries.
  TM & © 2014 Wizards of the Coast LLC in the USA and other countries.
  TM & © 2014 Wizards of the Coast LLC in the USA and other countries.
  DDIA-XGE00002
  DDIA-XGE00003
  DDIA-XGE00004
  Xanathar's Guide to Everything Introductory Adventure 
  Wizards of the Coast LLC - In Store Demo Only
  
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  �������
  ALIGNMENT
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Hit Point Maximum
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  CP
  EP
  PP
  GP
  SP
  PASSIVE WISDOM (PERCEPTION)
  EQUIPMENT
  OTHER PROFICIENCIES & LANGUAGES
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  Acrobatics (Dex)
  Animal Handling (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Insight (Wis)
  Intimidation (Cha)
  Investigation (Int)
  Medicine (Wis)
  Nature (Int)
  Perception (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  Survival (Wis)
  DEATH SAVES
  HIT DICE
  NAME
  ATK BONUS
  DAMAGE/TYPE
  Total
  SUCCESSES
  FAILURES
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  PROFICIENCY BONUS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  SAVING THROWS
  INSPIRATION
  SKILLS
  Barbarian 3
  Acolyte
  Dwarf
  Neutral Good
  16
  +2
  14
  +2
  25 ft.
  +3
  +5
  14
  +2
  14
  3d12
  +2
  10
  +2
  +4
  +0
  +2
  -1
  +2
  +2
  +5
  -1
  +0
  warhammr
  +5
  1d8+3*
  +4
  -1
  handaxe*
  +5
  javelin*
  +5
  ●
  ●
  +0
  1d6+3
  +0
  14
  +0
  +2
  +2
  8
  +0
  -1
  +2
  +2
  +2
  ●
  ●
  ●
  ●
  -1
  32
  1d6+3
  +2
  -1
  +4
  *warhammer damage 1d10+5 when
  wielded in two hands
  *thrown handaxe range (20/60)
  *thrown javelin range (30/120)
  12
  Armor.
  Light Armor, Medium Armor, Shields
  Weapons.
  Simple Weapons, Martial Weapons
  Tools.
  Mason's Tools
  Languages.
  Common, Dwarvish, Orc, Undercommon
  15
  warhammer, shield,
  2 handaxes, 4 javelins,
  explorer's pack, holy
  symbol (Dumathoin),
  prayer book, 5 sticks of
  incense, vestments,
  common clothes, pouch
  Shelter of the Faithful.
  As an acolyte, you command the respect of those who
  share your faith, and you can perform the religious
  ceremonies of your deity. You and your adventuring
  companions can expect to receive free healing and
  care at a temple, shrine, or other established presence
  of your faith, though you must provide any material
  components needed for spells. Those who share your
  religion will support you (but only you) at a modest
  lifestyle.
  Darkvision 60 ft.
  Dwarven Resilience.
  You have advantage on saving throws against poison,
  and you have resistance against poison damage
  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.
  Rage.
  In battle, you fight with primal ferocity. On your turn,
  you can enter a rage as a bonus action. While raging,
  you gain the following benefits if you aren’t wearing
  heavy armor:
  • You have advantage on Strength checks and
  Strength
  saving throws.
  • When you make a melee weapon attack using
  Strength, you gain a +2 bonus to the damage roll.
  • You have resistance to bludgeoning, piercing, and
  slashing damage.
  Your rage lasts for 1 minute. It ends early if you are
  knocked unconscious or if your turn ends and you
  haven’t attacked a hostile creature since your last turn
  or taken damage since then. You can also end your
  rage on your turn as a bonus action. Once you have
  raged twice, you must finish a long rest before you can
  rage again.
  Unarmored Defense.
  While you are not wearing any armor, your Armor
  Class equals 10 + your Dexterity modifier + your
  Constitution modifier. You can use a shield and still
  gain this benefit.
  Reckless Attack.
  When you make your first attack on your turn, you can
  decide to attack recklessly. Doing so gives you
  advantage on melee weapon attack rolls using
  Strength during this turn, but attack rolls against you
  have advantage until your next turn.
  Danger Sense.
  You have advantage on Dexterity saving throws
  against effects that you can see, such as traps and
  spells. To gain this benefit, you can’t be blinded,
  deafened, or incapacitated.
  PATH OF THE ANCESTRAL GUARDIAN
  Ancestral Protectors.
  Spectral warriors appear when you enter your rage.
  While you’re raging, the first creature you hit with an
  attack on your turn becomes the target of the warriors,
  which hinder its attacks. Until the start of your next
  turn, that target has disadvantage on any attack roll
  that isn’t against you, and when the target hits a
  creature other than you with an attack, that creature
  has resistance to the damage dealt by the attack. The
  effect on the target ends early if your rage ends.
  Xanathar's Guide to Everything Introductory Adventure 
  Wizards of the Coast LLC - In Store Demo Only
  
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  �������
  ALIGNMENT
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Hit Point Maximum
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  CP
  EP
  PP
  GP
  SP
  PASSIVE WISDOM (PERCEPTION)
  EQUIPMENT
  OTHER PROFICIENCIES & LANGUAGES
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  Acrobatics (Dex)
  Animal Handling (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Insight (Wis)
  Intimidation (Cha)
  Investigation (Int)
  Medicine (Wis)
  Nature (Int)
  Perception (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  Survival (Wis)
  DEATH SAVES
  HIT DICE
  NAME
  ATK BONUS
  DAMAGE/TYPE
  Total
  SUCCESSES
  FAILURES
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  PROFICIENCY BONUS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  SAVING THROWS
  INSPIRATION
  SKILLS
  Bard 3
  Criminal
  Half-Elf
  Chaotic Good
  8
  +2
  14
  +3
  30 ft.
  -1
  -1
  16
  +3
  12
  3d8
  +1
  10
  +5
  +1
  +0
  +2
  +5
  +3
  +2
  -1
  +7
  +0
  rapier
  +5
  1d8+3
  +4
  +3
  dagger*
  +5
  ●
  ●
  +0
  1d4+3
  +0
  14
  +0
  +4
  +2
  16
  +0
  +5
  +2
  +0
  +7
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  +5
  21
  +5
  +3
  +2
  *thrown dagger range (20/60)
  Ritual Casting.
  You can cast any bard spell you know as a ritual if that
  spell has the ritual tag.
  Spell Save DC 13; Spell Attack +5
  Cantrips: dancing lights, vicious mockery
  1st (4): dissonant whispers, faerie fire, feather fall, sleep
  2nd (2): hold person, invisibility
  14
  Armor.
  Light Armor
  Weapons.
  Simple Weapons, Hand Crossbow, Longsword,
  Rapier, Shortsword
  Tools.
  Gaming Set (dice), Musical Instruments
  (Dulcimer, Lute, Flute), Thieves' Tools
  Languages.
  Common, Elvish, Halfling
  15
  rapier, dagger,
  leather armor,
  diplomat's pack, lute,
  crowbar, dark
  common clothes with
  hood, pouch
  Criminal Contact.
  You have a reliable and trustworthy contact who
  acts as your liaison to a network of other
  criminals. You know how to get messages to
  and from your contact, even over great
  distances; specifically, you know the local
  messengers, corrupt caravan masters, and
  seedy sailors who can deliver messages for you.
  Darkvision 60 ft.
  Fey Ancestry.
  You have advantage on saving throws against
  being charmed, and magic can’t put you to
  sleep.
  Bardic Inspiration.
  You use a bonus action on your turn to choose
  one creature other than yourself within 60 feet of
  you who can hear you. That creature gains one
  Bardic Inspiration die, a d6.
  Once within the next 10 minutes, the creature
  can roll the die and add the number rolled to one
  ability check, attack roll, or saving throw it
  makes. The creature can wait until after it rolls
  the d20 before deciding to use the Bardic
  Inspiration die, but must decide before the DM
  says whether the roll succeeds or fails. Once the
  Bardic Inspiration die is rolled, it is lost. A
  creature can have only one Bardic Inspiration
  die at a time.
  You can use this feature a number of times
  equal to your Charisma modifier. You regain any
  expended uses when you finish a long rest.
  Song of Rest.
  If you or any friendly creatures who can hear
  your performance regain hit points at the end of
  the short rest by spending one or more Hit Dice,
  each of those creatures regains an extra 1d6 hit
  points.
  Expertise.
  Your proficiency bonus is doubled for any ability
  check you make that uses either Deception or
  Stealth.
  COLLEGE OF WHISPERS
  Psychic Blades.
  When you hit a creature with a weapon attack,
  you can expend one use of your Bardic
  Inspiration to deal an extra 2d6 psychic damage
  to that target. You can do so only once per
  round on your turn.
  Words of Terror.
  If you speak to a humanoid alone for at least 1
  minute, you can attempt to seed paranoia in its
  mind. At the end of the conversation, the target
  must succeed on a Wisdom saving throw
  against your spell save DC or be frightened of
  you or another creature of your choice. The
  target is frightened in this way for 1 hour, until it
  is attacked or damaged, or until it witnesses its
  allies being attacked or damaged.
  If the target succeeds on its saving throw, the
  target has no hint that you tried to frighten it.
  Once you use this feature, you can’t use it
  again until you finish a short or long rest.
  Xanathar's Guide to Everything Introductory Adventure 
  Wizards of the Coast LLC - In Store Demo Only
  
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  �������
  ALIGNMENT
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Hit Point Maximum
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  CP
  EP
  PP
  GP
  SP
  PASSIVE WISDOM (PERCEPTION)
  EQUIPMENT
  OTHER PROFICIENCIES & LANGUAGES
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  Acrobatics (Dex)
  Animal Handling (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Insight (Wis)
  Intimidation (Cha)
  Investigation (Int)
  Medicine (Wis)
  Nature (Int)
  Perception (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  Survival (Wis)
  DEATH SAVES
  HIT DICE
  NAME
  ATK BONUS
  DAMAGE/TYPE
  Total
  SUCCESSES
  FAILURES
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  PROFICIENCY BONUS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  SAVING THROWS
  INSPIRATION
  SKILLS
  Cleric 3
  Guild Artisan
  Human
  Lawful Neutral
  14
  +2
  16
  +0
  30 ft.
  +2
  +2
  10
  +0
  14
  3d8
  +2
  11
  +0
  +2
  +0
  +5
  +4
  +0
  +3
  +2
  +2
  +2
  mace
  +4
  1d6+2
  +5
  +2
  sickle
  +4
  ●
  ●
  +0
  1d4+2
  +0
  16
  +0
  +3
  +3
  14
  +0
  +2
  +5
  +0
  +0
  ●
  ●
  ●
  ●
  +4
  24
  +0
  +2
  +3
  Spell Save DC 13; Spell Attack +5
  Cantrips: guidance, light, sacred flame,
  spare the dying
  1st (4): bane (d), false life (d); bless, cure wounds,
  healing word, protection from evil and good
  2nd (2): gentle repose (d), ray of enfeeblement (d);
  lesser restoration, prayer of healing
  13
  Armor.
  Light Armor, Medium Armor, Shields
  Weapons.
  Simple Weapons
  Tools.
  Alchemist's Supplies
  Languages.
  Common, Dwarvish, Elvish
  15
  mace, scale mail,
  shield, sickle, priest's
  pack, holy symbol,
  alchemist's supplies,
  letter of introduction
  from the guild,
  traveler's clothes,
  pouch
  Guild Membership (Apothecary).
  Your fellow guild members will provide you
  with lodging and food if necessary, and pay
  for your funeral if needed. If you are accused
  of a crime, your guild will support you if a
  good case can be made for your innocence
  or the crime is justifiable. You must pay dues
  of 5 gp per month to the guild. If you miss
  payments, you must make up back dues to
  remain in the guild’s good graces.
  CHANNEL DIVINITY (1/rest)
  CD: 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 make a Wisdom saving
  throw. If the creature fails its saving throw, it
  is turned for 1 minute or until it takes any
  damage.
  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.
  CD: Path to the Grave.
  As an action, you choose one creature you
  can see within 30 feet of you, cursing it until
  the end of your next turn. The next time you
  or an ally of yours hits the cursed creature
  with an attack, the creature has vulnerability
  to all of that attack’s damage, and then the
  curse ends.
  GRAVE DOMAIN
  Circle of Mortality.
  When you would normally roll one or more
  dice to restore hit points with a spell to a
  creature at 0 hit points, you instead use the
  highest number possible for each die.
  In addition, you learn the spare the dying
  cantrip, which doesn’t count against the
  number of cleric cantrips you know. For you,
  it has a range of 30 feet, and you can cast it
  as a bonus action.
  Eyes of the Grave.
  As an action, you can open your awareness
  to magically detect undead. Until the end of
  your next turn, you know the location of any
  undead within 60 feet of you that isn’t behind
  total cover and that isn’t protected from
  divination magic. This sense doesn’t tell you
  anything about a creature’s capabilities or
  identity.
  You can use this feature a number of times
  equal to your Wisdom modifier (minimum of
  once). You regain all expended uses when
  you finish a long rest.
  Xanathar's Guide to Everything Introductory Adventure 
  Wizards of the Coast LLC - In Store Demo Only
  
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  �������
  ALIGNMENT
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Hit Point Maximum
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  CP
  EP
  PP
  GP
  SP
  PASSIVE WISDOM (PERCEPTION)
  EQUIPMENT
  OTHER PROFICIENCIES & LANGUAGES
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  Acrobatics (Dex)
  Animal Handling (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Insight (Wis)
  Intimidation (Cha)
  Investigation (Int)
  Medicine (Wis)
  Nature (Int)
  Perception (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  Survival (Wis)
  DEATH SAVES
  HIT DICE
  NAME
  ATK BONUS
  DAMAGE/TYPE
  Total
  SUCCESSES
  FAILURES
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  PROFICIENCY BONUS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  SAVING THROWS
  INSPIRATION
  SKILLS
  Fighter 3
  Outlander
  Elf
  Chaotic Good
  10
  +2
  14
  +3
  30 ft.
  +0
  +2
  16
  +3
  14
  3d10
  +2
  14
  +3
  +4
  +2
  +1
  +0
  +3
  +1
  +2
  +0
  +2
  longbow
  +5
  1d8+3
  +1
  +0
  shtsword
  +5
  dagger
  +5
  ●
  ●
  +2
  1d6+3
  +2
  12
  +4
  +3
  +1
  10
  +2
  +0
  +1
  +2
  +3
  ●
  ●
  ●
  ●
  +0
  28
  1d4+3
  +3
  +0
  +3
  Cantrips: prestidigitation, ray of frost*
  *+4 to hit; 1d8 cold damage and the
  target's speed is reduced by 10 feet
  13
  Armor.
  All Armor, Shields
  Weapons.
  Simple Weapons, Martial Weapons
  Tools.
  Musical Instrument (pan flute)
  Languages.
  Auran, Common, Elvish, Sylvan
  10
  leather armor, longbow,
  quiver with 20 arrows, 2
  shortswords, 2 daggers,
  explorer's pack, staff,
  hunting trap, animal
  trophy, traveler's
  clothes, pouch
  Wanderer.
  You have an excellent memory for maps and
  geography, and you can always recall the general
  layout of terrain, settlements, and other features
  around you. In addition, you can find food and
  fresh water for yourself and up to five other people
  each day, provided that the land offers berries,
  small game, water, and so forth.
  Darkvision 60 ft.
  Fey Ancestry.
  You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Trance.
  Elves don’t need to sleep. Instead, they meditate
  deeply, remaining semiconscious, for 4 hours a
  day. After resting in this way, you gain the same
  benefit that a human does from 8 hours of sleep.
  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.
  Second Wind.
  On your turn, you can use a bonus action to
  regain hit points equal to 1d10 + your fighter level.
  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. Once you use this feature, you must finish
  a short or
  long rest before you can use it again.
  ARCANE ARCHER
  Arcane Shot.
  Once per turn when you fire a magic arrow from a
  shortbow or longbow as part of the Attack action,
  you can apply one of your Arcane Shot options to
  that arrow. You decide to use the option when the
  arrow hits a creature, unless the option doesn’t
  involve an attack roll. You have two uses of this
  ability, and you regain all expended uses of it
  when you finish a short or long rest.
  Piercing Arrow.
  You use transmutation magic to give your arrow
  an ethereal quality. When you use this option, you
  don’t make an attack roll for the attack. Instead,
  the arrow shoots forward in a line, which is 1 foot
  wide and 30 feet long, before disappearing. The
  arrow passes harmlessly through objects, ignoring
  cover. Each creature in that line must make a DC
  12 Dexterity saving throw. On a failed save, a
  creature takes damage as if it were hit by the
  arrow, plus an extra 1d6 piercing damage. On a
  successful save, a target takes half as much
  damage.
  Shadow Arrow.
  You weave illusion magic into your arrow, causing
  it to occlude your foe’s vision with shadows. The
  creature hit by the arrow takes an extra 2d6
  psychic damage, and it must succeed on a DC 12
  Wisdom saving throw or be unable to see anything
  farther than 5 feet away until the start of your next
  turn.
  Xanathar's Guide to Everything Introductory Adventure 
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  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  �������
  ALIGNMENT
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Hit Point Maximum
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  CP
  EP
  PP
  GP
  SP
  PASSIVE WISDOM (PERCEPTION)
  EQUIPMENT
  OTHER PROFICIENCIES & LANGUAGES
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  Acrobatics (Dex)
  Animal Handling (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Insight (Wis)
  Intimidation (Cha)
  Investigation (Int)
  Medicine (Wis)
  Nature (Int)
  Perception (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  Survival (Wis)
  DEATH SAVES
  HIT DICE
  NAME
  ATK BONUS
  DAMAGE/TYPE
  Total
  SUCCESSES
  FAILURES
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  PROFICIENCY BONUS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  SAVING THROWS
  INSPIRATION
  SKILLS
  Rogue 3
  City Watch
  Halfling
  Lawful Good
  8
  +2
  14
  +3
  25 ft.
  -1
  -1
  16
  +3
  14
  3d8
  +2
  14
  +5
  +2
  +4
  +2
  -1
  +5
  +2
  -1
  -1
  +2
  shrtsword
  +5
  1d6+3
  +6
  -1
  crossbow*
  +5
  dagger*
  +5
  ●
  ●
  +2
  1d6+3
  +6
  14
  +2
  +4
  +2
  9
  +2
  -1
  +2
  +2
  +5
  ●
  ●
  ●
  ●
  ●
  ●
  -1
  24
  1d4+3
  +5
  -1
  +2
  *hand crossbow range (30/120)
  *thrown dagger range (20/60)
  14
  Armor.
  Light Armor
  Weapons.
  Simple Weapon, Hand Crossbow, Longsword,
  Rapier, Shortsword
  Tools.
  Thieves' Tools
  Languages.
  Common, Dwarvish, Elvish, Halfling, Thieves' Cant
  10
  shortsword, hand crossbow,
  20 bolts, 2 daggers, leather
  armor, burglar's pack,
  thieves' tools, Waterdeep
  city watch uniform
  (investigator's insignia),
  horn, manacles, pouch
  Watcher's Eye.
  Your experience in enforcing the law, and dealing
  with lawbreakers, gives you a feel for local laws
  and criminals. You can easily find the local outpost
  of the watch or a similar organization, and just as
  easily pick out the dens of criminal activity in a
  community, although you're more likely to be
  welcome in the former locations rather than the
  latter.
  Lucky.
  When you roll a 1 on the d20 for an attack roll,
  ability check, or saving throw, you can reroll the
  die and must use the new roll.
  Brave.
  You have advantage on saving throws against
  being frightened.
  Halfling Nimbleness.
  You can move through the space of any creature
  that is of a size larger than yours.
  Stout Resilience.
  You have advantage on saving throws against
  poison, and you have resistance against poison
  damage.
  Expertise.
  Your proficiency bonus is doubled for any ability
  check you make that uses either Insight or
  Investigation. (Already figured in).
  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.
  INQUISITIVE
  Ear for Deceit.
  Whenever you make a Wisdom (Insight) check to
  determine whether a creature is lying, treat a roll
  of 7 or lower on the d20 as an 8.
  Eye for Detail.
  You can use a bonus action to make a Wisdom
  (Perception) check to spot a hidden creature or
  object or to make an Intelligence (Investigation)
  check to uncover or decipher clues.
  Insightful Fighting.
  As a bonus action, you can make a Wisdom
  (Insight) check against a creature you can see that
  isn’t incapacitated, contested by the target’s
  Charisma (Deception) check. If you succeed, you
  can use your Sneak Attack against that target
  even if you don’t have advantage on the attack
  roll, but not if you have disadvantage on it. This
  benefit lasts for 1 minute or until you successfully
  use this feature against a different target.
  Xanathar's Guide to Everything Introductory Adventure 
  Wizards of the Coast LLC - In Store Demo Only
  
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  �������
  ALIGNMENT
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Hit Point Maximum
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  CP
  EP
  PP
  GP
  SP
  PASSIVE WISDOM (PERCEPTION)
  EQUIPMENT
  OTHER PROFICIENCIES & LANGUAGES
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  Acrobatics (Dex)
  Animal Handling (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Insight (Wis)
  Intimidation (Cha)
  Investigation (Int)
  Medicine (Wis)
  Nature (Int)
  Perception (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  Survival (Wis)
  DEATH SAVES
  HIT DICE
  NAME
  ATK BONUS
  DAMAGE/TYPE
  Total
  SUCCESSES
  FAILURES
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  PROFICIENCY BONUS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  SAVING THROWS
  INSPIRATION
  SKILLS
  Sorcerer 3
  Waterdhavian Noble
  Human
  Lawful Neutral
  9
  +2
  11
  +1
  30 ft.
  -1
  -1
  12
  +1
  14
  3d6
  +2
  14
  +1
  +4
  +2
  +2
  +5
  +1
  +2
  -1
  +5
  +4
  dagger*
  +3
  1d4+1
  +2
  +5
  chill touch
  +5
  sh. grasp
  +5
  ●
  ●
  +2
  1d8
  +2
  14
  +2
  +2
  +2
  16
  +2
  +2
  +2
  +2
  +1
  ●
  ●
  ●
  ●
  +5
  20
  1d8
  +1
  +3
  +2
  *thrown dagger range (20/60)
  Spell Save DC 13; Spell Attack +5
  Cantrips: chill touch, mage hand, prestidigitation,
  shocking grasp
  1st (4): mage armor, shield, sleep
  2nd (2): misty step
  12
  Weapons.
  Dagger, Dart, Sling, Quarterstaff, Light
  Crossbow
  Tools.
  Gaming Set (Dragonchess)
  Languages.
  Common, Draconic, Elvish
  20
  3 daggers, arcane
  focus (crystal),
  explorer's pack, fine
  clothes, signet
  brooch, scroll of
  pedigree, skin of fine
  wine, purse
  Kept in Style.
  While you're in Waterdeep or elsewhere in
  the North, your house sees to your everyday
  needs. Your name and signet are sufficient to
  cover most of your expenses; the inns,
  taverns, and festhalls you frequent are glad
  to record your debt and send an accounting
  to your family's estate in Waterdeep to settle
  what you owe.
  This advantage enables you to live a
  comfortable lifestyle without having to pay 2
  gp a day for it, or reduces a wealthy or
  aristocratic lifestyle by that amount.
  Sorcery Points (3)
  Creating Spell Slots.
  You can transform unexpended sorcery
  points into one spell slot as a bonus action on
  your turn. The Creating Spell Slots table
  shows the cost of creating a spell slot of a
  given level. You can create spell slots no
  higher in level than 5th. Any spell slot you
  create with this feature vanishes
  when you finish a long rest. (1st level slot = 2
  pts.; 2nd level slot = 3 pts.)
  Converting a Spell Slot to Sorcery Points.
  As a bonus action on your turn, you can
  expend one spell slot and gain a number of
  sorcery points equal to the
  slot’s level.
  Subtle Spell.
  When you cast a spell, you can spend 1
  sorcery point to cast it without any somatic or
  verbal components.
  Quickened Spell.
  When you cast a spell that has a casting time
  of 1 action, you can spend 2 sorcery points to
  change the casting time to 1 bonus action for
  this casting.
  SHADOW MAGIC
  Eyes of the Dark.
  You have darkvision with a range
  of 120 feet. Additionally, you know the
  darkness spell, which doesn’t count against
  your number of sorcerer spells known. You
  can cast it by spending 2 sorcery points or by
  expending a spell slot. If you cast it with
  sorcery points, you can see through the
  darkness created by the spell.
  Strength of the Grave.
  When damage reduces you to 0 hit points,
  you can make a Charisma saving throw (DC
  5 + the damage taken). On a success, you
  instead drop to 1 hit point. You can’t use this
  feature if you are reduced to 0 hit points by
  radiant damage or by a critical hit. After the
  saving throw succeeds, you can’t use this
  feature again until you finish a long rest.
  Xanathar's Guide to Everything Introductory Adventure 
  Wizards of the Coast LLC - In Store Demo Only
  
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  �������
  ALIGNMENT
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Hit Point Maximum
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  CP
  EP
  PP
  GP
  SP
  PASSIVE WISDOM (PERCEPTION)
  EQUIPMENT
  OTHER PROFICIENCIES & LANGUAGES
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  Acrobatics (Dex)
  Animal Handling (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Insight (Wis)
  Intimidation (Cha)
  Investigation (Int)
  Medicine (Wis)
  Nature (Int)
  Perception (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  Survival (Wis)
  DEATH SAVES
  HIT DICE
  NAME
  ATK BONUS
  DAMAGE/TYPE
  Total
  SUCCESSES
  FAILURES
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  PROFICIENCY BONUS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  SAVING THROWS
  INSPIRATION
  SKILLS
  Wizard 3
  Soldier
  Tiefling
  Lawful Neutral
  9
  +2
  12
  +5
  30 ft.
  -1
  -1
  14
  +2
  12
  3d6
  +1
  16
  +2
  +1
  +5
  +2
  +2
  +2
  +0
  +1
  +2
  +5
  dagger*
  +4
  1d4+2
  +0
  +4
  ●
  ●
  +3
  +3
  10
  +5
  +0
  +0
  14
  +3
  +2
  +0
  +3
  +2
  ●
  ●
  ●
  ●
  +2
  17
  +2
  +2
  +0
  *thrown dagger range (20/60)
  Spell Save DC 13; Spell Attacks +5
  Cantrips: fire bolt, mending, shocking grasp
  1st (4): comprehend languages, detect magic,
  mage armor*, magic missile*, protection from evil and
  good, shield*, Tenser's floating disc, thunderwave*
  2nd (2): see invisibility*, shatter*
  *prepared
  10
  Weapons.
  Dagger, Dart, Sling, Quarterstaff,
  Light Crossbow
  Tools.
  Gaming Set (dice), Vehicles (land)
  Languages.
  Common, Infernal
  10
  dagger, arcane focus
  (wand), explorer's pack,
  spellbook, insignia of
  rank (lieutenant), trophy
  from a fallen enemy,
  bone dice, common
  clothes, pouch
  Military Rank.
  You have a military rank from your
  career as a soldier. Soldiers loyal to
  your former military organization still
  recognize your authority and influence,
  and they defer to you if they are of a
  lower rank. You can invoke your rank to
  exert influence over other soldiers and
  requisition simple equipment or horses
  for temporary use. You can also usually
  gain access to friendly military
  encampments and fortresses where
  your rank is recognized.
  Darkvision 60 ft.
  Hellish Resistance.
  You have resistance to fire damage.
  Infernal Legacy.
  You know the thaumaturgy cantrip, and
  you can cast the hellish rebuke spell as
  a 2nd-level spell once with this trait and
  regain the ability to do so when you
  finish a long rest.
  Ritual Casting.
  You can cast a wizard spell as a ritual if
  that spell has the ritual tag and you
  have the spell in your spellbook. You
  don’t need to have the spell prepared.
  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 that is equal to
  or less than half your wizard level
  (rounded up), and none of the slots can
  be 6th level or higher.
  WAR MAGIC
  Arcane Deflection.
  When you are hit by an attack or you
  fail a saving throw, you can use your
  reaction to gain a +2 bonus to your AC
  against that attack or a +4 bonus to that
  saving throw. When you use this
  feature, you can’t cast spells other than
  cantrips until the end of your next turn.
  Tactical Wit.
  You can give yourself a bonus to your
  initiative rolls equal to your Intelligence
  modifier. (Already figured in).
  Xanathar's Guide to Everything Introductory Adventure 
  Wizards of the Coast LLC - In Store Demo Only
  
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