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  Rrakkma 
  An Introductory Adventure 
  Mordenkainen’s Tome of FoesTM 
   
   
   
  You stand before the Sha’sal Khou elders as the most diverse gith hunting party ever assembled. 
  Are you powerful enough to keep the mind flayers from enslaving your people once again?  
  You’ll have to race across the planes to find out. 
   
  A six to eight-hour adventure for six players  
  Pregenerated 9th level characters provided 
  Adventure Code: DDIA-MORD 
   
   
  
  CREDITS 
  Lead Designer: Chris Lindsay 
   
  Editing: Claire Hoffman, Travis Woodall 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators:  
  Bill Benham, Alan Patrick, Travis Woodall, Lysa Chen,  
  Claire Hoffman, Greg Marks 
   
  Playtesters: Jefferson Dunlap, Demitrios Feredinos, 
  Colin Hotchkiss, Sarah Keortge, Mark Waldron,  
  James Wyatt 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDIA-MToF Rrakkma 
   
   
  3 
  Adventure Primer 
   
   Welcome to Rrakkma, an Introductory Adventure 
  for Mordenkainen’s Tome of Foes™. This adventure 
  uses ninth level pregnerated characters. These 
  characters must be used for D&D Adventures League 
  play. After the players have chosen their characters, 
  please pass out Player Handout. Gith & The Sha’sal 
  Khou. This will help them to understand why their 
  characters get along. 
  Background 
  In eons past, the mind flayers enslaved entire races 
  including the forerunners of the githyanki and 
  githzerai. Centuries of captivity bred hatred, 
  nurtured resolve, and finally instilled psionic powers 
  into these slaves. With mental armaments of their 
  own and a powerful leader to rally behind (the 
  legendary Gith), the slaves instigated a cross-planar 
  struggle that, in the end, threw down the mind flayer 
  empire, bringing freedom to the surviving slaves. 
  Due to philosophical differences the gith split into 
  two racially distinct groups. Both peoples' hatred of 
  the mind flayers knows no bounds, though, and they 
  break off hostilities with one another to slay mind 
  flayers if the opportunity presents itself.  
   A group of mind flayers have been working 
  feverishly to resolve the problem the gith 
  collectively present and have finally constructed a 
  powerful psionic artifact that when powered up, will 
  allow them to resume control over the race of gith. It 
  is designed to neutralize them psionically. So much 
  so, that once lost, they will never regain their 
  formidable abilities. 
   The artifact is a flawless diamond, the size of a 
  gith’s head, and inscribed with runes upon every 
  facet. Referred to by the illithid as the Gith Capacitor, 
  to power it up, they must expose it to the energy and 
  insanity of the Far Realm. However, gates to the Far 
  Realm are virtually all but unknown… until recently.  
   The mind flayers have recently discovered a gate 
  to the Far Realm within the howling tunnels of 
  Pandemonium, and they’ve gathered together to 
  power the artifact up. Fortunately, the Sha’sal Khou 
  discovered this plot, and in adopting the tradition of 
  their githzerai constituents, brought together a 
  powerful rrakkma comprised of both githyanki and 
  githzerai to quell the illithid threat once again. 
   
  GITHYANKI 
  The githyanki plunder countless worlds from the decks of 
  their astral vessels and the backs of red dragons. Feathers, 
  beads, gems, and precious metals decorate their armor and 
  weapons—the legendary silver swords with which they cut 
  through their foes. Since winning their freedom from the 
  mind flayers, the githyanki have become ruthless conquerors 
  under the rulership of their dread lich-queen, Vlaakith. 
   
  GITHZERAI 
  Focused philosophers and austere ascetics, the githzerai 
  pursue lives of rigid order. Lean and muscular, they wear 
  unadorned clothing free of ornamentation, keeping their own 
  counsel and trusting few creatures outside of their own kind. 
  Having turned their backs on their warlike githyanki kin, the 
  githzerai maintain a strict monastic lifestyle, dwelling on 
  islands of order in the vast sea of chaos that is the plane of 
  Limbo. 
   
  SHA’SAL KHOU 
  The Sha’sal Khou are githyanki and githzerai radicals working 
  toward the reunification of their respective peoples. They 
  labor to create a unified nation of gith. Members of the 
  Sha’sal Khou work secretly within their respective societies, 
  subtly discouraging attacks on the other gith race while 
  carefully recruiting like-minded individuals. They maintain a 
  secret redoubt on the Sword Coast as well. 
   
  The characters participating in this adventure are 
  members of this fortification, and work with the other races 
  of the Realms to further their goals. While in the pursuit of 
  their objectives or even simply as training to pursue them, 
  they find themselves participating in all sorts of expeditions 
  and adventures alongside the factions. 
   
  As a general note, the Sha’sal Khou aren’t a faction in the 
  same sense as the Harpers or Zhentarim. They are a 
  background element only and meant to be a unifying 
  element for gith characters in this campaign. 
   
   
  
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  DDIA-MToF Rrakkma 
   
   
  4 
  Section 1. Call to Action 
   
  The characters begin the adventure standing about 
  one-hundred feet from a gate to Pandemonium. 
  They’re underground, two days travel and far 
  beneath the Sha’sal Khou redoubt on the Sword 
  Coast.  
   Brought together as a rrakkma by Belthomias, 
  lieutenant to Zetch’r’r, leader of the Sha’sal Khou, the 
  characters know the following. 
  • Among the Sha’sal Khou a rrakkma is a gith 
  hunting party brought together for the explicit 
  purpose of hunting mind flayers. 
  • A group of mind flayers have created a weapon of 
  immense power called the Gith Capacitor. They 
  intend to use this artifact to wipe psionics from 
  the collective minds of the gith peoples and 
  enslave them once more. 
  • To activate the Gith Capacitor, the mind flayers 
  must expose it to the unfathomable energies of the 
  Far Realm, a place beyond space and time. 
  • The mind flayers have traveled through a nearby 
  portal to the plane of Pandemonium, where they 
  are rumored to have located a direct path to the 
  Far Realm. 
  • Belthomias gave the adventurers a tuning fork, 
  tuned to the plane of Pandemonium to lead them 
  directly to the portal. 
  • The Gith Capacitor appears to be a diamond the 
  size of a gith head, with runes engraved into every 
  facet. 
  • Belthomias ambushed an ulitharid in an attempt 
  to take possession of the Gith Capacitor, and 
  barely escaped with his life. 
  • Belthomias did manage to psionically conjoin with 
  the artifact and transferred that connection to a 
  reliquary containing a shard of bone from 
  Zerthimon, the original githzerai anarch. 
  • As the Gith Capacitor grows in power, the light 
  from the reliquary grows as well, serving as a 
  rough indicator of how much time the rrakkma 
  has before the artifact is fully charged. 
  • Additional information regarding the reliquary 
  can be found in Appendix 3. DM Tips. 
   
  Cut to the Chase! 
  The initial purpose here is to set the scene and put the 
  adventurers directly into the action. There is no point to 
  creating an extra decision point at the beginning of the 
  adventure when we know they’re going. 
   
   
  
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  DDIA-MToF Rrakkma 
   
   
  5 
  Chaos Courtesans 
  Area Information 
  Dimensions & Terrain 
  After the tuning fork was 
  struck, the rrakkma followed 
  it for a day along many 
  winding stone tunnels deep 
  into the Underdark. After a 
  long rest, they resumed their 
  journey until they arrived 
  here, at the opening to a 
  massive cavern housing a 
  great fungal forest.  
   The cavern is roughly 
  circular and a half-mile in 
  diameter, with a dozen 
  tunnels (including the one 
  used by the adventurers) 
  leading out of it. About 100 
  feet ahead, amidst a tall stand 
  of zurkhwood mushrooms, is 
  an elaborate, glowing portal, 
  50-foot tall, and half as wide 
  at its base.  
  Lighting 
  Some of the fungus in the 
  forest is phosphorescent in 
  nature, casting a dim light throughout. 
  Creatures/NPCs 
  A mind flayer and its duergar warlord thrall guard 
  the gate from intrusion with the assistance of four 
  duergar stone guard that serve the warlord. 
   The mind flayer hides nearby, having full cover 
  from where the rrakkma enters the cavern, while the 
  duergar stand in front of the gate; invisible. 
  Objectives/Goals 
  The mind flayer fights to the death to 
  prevent the adventurers’ passage through 
  the gate, as its thrall, the duergar warlord. 
  The duergar stone guard are only 
  following the orders of their warlord 
  however, and don’t like mind flayers any 
  more than the adventurers do. Nor are 
  they aware that a mind flayer is nearby. If 
  they discover the mind flayer, they’re 
  likely to turn on their warlord, knowing 
  full well the madness that can take those 
  under an illithid’s influence. 
   
  The mind flayer knows this 
  however and does what it can to remain 
  unseen up to the point where all four 
  stone guards have fallen.  
  What do they know? 
  If the adventurers find a way to 
  interrogate either the mind flayer or the 
  warlord, they can confirm that a group of 
  mind flayers passed through the portal. 
  The stone guards know only that they’ve 
  been commanded by the warlord to keep anyone 
  from using it. 
   The mind flayer also knows that the illithid who 
  passed the portal were in possession of a massive 
  rune-carved diamond.
   
  Playing the Pillars 
   
  COMBAT 
  If the adventurers bypass the 
  warlord and mind flayer without 
  killing them, the creatures pursue 
  them through the portal, resulting in 
  an extra challenging fight involving 
  the elder oblex in Area 3 on the 
  other side. 
   
  EXPLORATION 
  While most of the mushrooms in the 
  forest are inedible, it is possible to 
  harvest spores from the zurkhwood 
  as food, and several stands of 
  barrelstalks may be tapped for 
  water. A successful DC 15 Wisdom 
  (Survival) check is required to 
  recognize either.
   
  SOCIAL 
  It’s possible to turn this into a 
  perfectly amicable encounter if the 
  adventurers find a way to destroy or 
  reveal the mind flayer, or if they free 
  the warlord from its influence. 
   
   
  
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  DDIA-MToF Rrakkma 
   
   
  6 
  Section 2. Temple of Madness 
   
  Pandemonium 
  Pandemonium is a plane of madness, a great mass of 
  rock riddled with tunnels carved by howling winds. 
  It is cold, noisy, and dark, with no natural light. Wind 
  quickly extinguishes nonmagical open flames such as 
  torches and campfires. It also makes conversation 
  possible only by yelling, and even then, only to a 
  maximum distance of 10 feet. Creatures have 
  disadvantage on any ability check that relies on 
  hearing. 
   Most of the plane’s inhabitants are creatures that 
  were banished to the plane with no hope of escape, 
  and many of them have been driven mad by the 
  incessant winds or forced to take shelter in places 
  where the winds die down until they sound like 
  distant cries of torment. The information above is 
  available to the adventurers if they succeed at a DC 
  20 Intelligence (Arcana) check. Two or more of them 
  may confer to grant one of them Advantage on this 
  check. 
  Mad Winds 
  A visitor must make a DC 10 Wisdom saving throw 
  after each hour spent among the howling winds*. On 
  a failed save, the creature gains one level of 
  exhaustion. A creature that reaches six levels of 
  exhaustion while on this plane doesn’t die. Instead, 
  the creature gains a random form of indefinite 
  madness, as described here. Finishing a long rest 
  doesn’t reduce a creature’s exhaustion level unless 
  the creature can somehow escape the maddening 
  winds. 
  Keeping Time* 
  While this is left to the Dungeon Master’s discretion, a good 
  guidepost is to have the characters make a saving throw after 
  reasonably thorough exploration or encounters in every two 
  to three rooms, and definitely at the end of each short rest 
  taken. Of course a long rest can be very trying on the 
  characters that end up attempting eight saving throws over 
  that time. 
  Lighting 
  There are no lights here, magical or otherwise. Due 
  to the porous nature of the stone here, a stiff and 
  ever-changing wind blows throughout the temple 
  preventing any nonmagical open flames from being 
  lit. 
  Indefinite Madness 
  d100 
  Flaw (lasts until cured) 
  01–15 
  “Being drunk keeps me sane.” 
  16–25 
  “I keep whatever I find.” 
  26–30 
  I try to become more like someone else I 
  know–adopting his or her style of dress, 
  mannerisms, and name. 
  31–35 
  “I must bend the truth, exaggerate, or outright 
  lie to be interesting to other people. 
  36–45 
  “Achieving my goal is the only thing of interest 
  to me, and I’ll ignore everything else to pursue 
  it.” 
  46–50 
  “I find it hard to care about anything that goes 
  on around me.” 
  51–55 
  “I don’t like the way people judge me all the 
  time.” 
  56–70 
  “I am the smartest, wisest, strongest, fastest 
  and most beautiful person I know.” 
  71–80 
  “I am convinced that powerful enemies are 
  hunting me, and their agents are everywhere I 
  go.” 
  81–85 
  “There’s only one person I can trust. And only I 
  can see this special friend. 
  86–95 
  “I can’t take anything seriously. The more 
  serious the situation, the funnier I find it.” 
  96–00 
  “I’ve discovered that I really like killing people.” 
   
   
  
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  DDIA-MToF Rrakkma 
   
   
  7 
  Area 1. Temple Foyer 
  Area Information 
  Dimensions & Terrain 
  Roughly thirty-five feet by thirty-five feet, this 
  chamber, like all of those throughout the temple, 
  appears to have been rough-cut from the porous 
  rock that makes up this place. The stone walls allow 
  the wind free reign here in the temple, and have 
  littered the floor with sand, pebbles, and stones that 
  kick up as the adventurers walk across them. 
  Traps & Puzzles 
  There was a high-level glyph of warding in this 
  chamber. However, when the mind flayers 
  attempted to pass from this chamber, they triggered 
  the trap which summoned an invisible stalker. They 
  managed to slay the creature, but not before it took 
  one of them down. 
   On the floor of this chamber is a dead mind flayer. 
  Its insides are filled with sand and pebbles. Detect 
  magic reveals residual magic using both abjuration 
  and conjuration schools. If the characters possess 
  this knowledge, a successful DC 20 Intelligence 
  (Arcana or Investigation) check allows them to 
  ascertain that either “the wind” rose up and killed 
  the illithid, or an air elemental or something similar 
  was responsible. 
  Area 2. Cloak Room 
  Area Information 
  Dimensions & Terrain 
  Fifty feet on a side, the walls of this rough-cut room 
  have been scoured clean and smell strongly of 
  chlorine. Stone benches have been carved directly 
  from the stone by the chaos priests that once lived 
  here, though constant exposure to the winds of the 
  plane have left them structurally brittle. 
   Several aged and rotted garments lay scattered 
  across the floor, discarded by chaos clergy in favor of 
  more ecclesiastical clothing before moving further 
  into the temple complex. The walls here were 
  washed with a chlorine solution daily when the 
  temple was in use, thus giving the entire chamber its 
  unusual odor. 
   There is nothing else of apparent interest here, 
  though if the adventurers make a successful DC 25 
  Intelligence (Investigation) check, they find a mithral 
  brooch adorned with gold tracery, embedded in the 
  wall in one corner of the room. This was overlooked 
  by the mind flayers. 
  Treasure & Rewards 
  The characters may find the following treasure. 
  • A brooch of shielding; a successful DC 20 
  Intelligence (Arcana) check reveals that it was 
  crafted by a celestial artisan. 
   
   
  
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  DDIA-MToF Rrakkma 
   
   
  8 
  Area 3. Guard Station 
  Area Information 
  Dimensions & Terrain 
  This elongated chamber (fifty-five feet by eighty-five 
  feet) has a twenty-foot high ceiling. The room may 
  have once served as a guard station as hooks and 
  racks for weapons are arrayed throughout the room. 
  The few weapons that remain resemble the glaive, 
  though the blades are pitted, scored, and brittle. The 
  wood that makes up their hafts is all but rotted 
  away. About a dozen of the aged polearms hang from 
  the walls haphazardly about the room. 
  Creatures/NPCs 
  There is an elder oblex in this chamber, though the 
  bulk of the creature resides as a strange pool of red 
  goo on the far side of the chamber from where the 
  adventures must enter. 
   As the gith approach the chamber, the oblex sends 
  a sulfurous impersonation of a human woman 
  dressed in plate mail and bearing a longsword, to the 
  entrance to beckon the adventurers forward into the 
  chamber. 
   As the adventurers approach the chamber, the 
  human woman backs away from them as it 
  continues to beckon them into the room. Being quite 
  intelligent, the oblex can absolutely hold a 
  conversation with the gith using this form. 
  Objectives/Goals 
  The elder oblex is a creation of the mind flayers and 
  brought here to guard the way in. Its primary goal is 
  to keep the adventurers from proceeding any further 
  into the temple. 
  What do they know? 
  As the oblex is incredibly intelligent, it completely 
  understands and supports the mind flayers’ 
  objectives in their mission to subjugate the gith.  
   
  Playing the Pillars 
   
  COMBAT 
  If the duergar from the other side of 
  the portal are pursuing the 
  adventurers, the elder oblex uses 
  Sulfurous Impersonation to try and 
  lure them in quickly with promises of 
  aid. Since the characters won’t be 
  able to hear the creature due to the 
  winds, its communication consists of 
  gestures only. 
   
  EXPLORATION 
  The first thing the adventurers 
  notice about the chamber this 
  creature inhabits is that it smells 
  strongly of sulphur. Also, the floor of 
  this chamber is strangely clear of 
  sand and debris. 
   
  SOCIAL 
  If the gith wish to speak with the 
  elder oblex, it is happy to waste their 
  time with idle conversation. It tells 
  them all manner of seemingly useful 
  things that aren’t true. 
   
   
  
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  DDIA-MToF Rrakkma 
   
   
  9 
  Area 4. Purification Chamber 
  Area Information 
  Dimensions & Terrain 
  Directly conjoined to the hallway, this chamber is 
  twenty-five feet wide by forty-feet long. Sand mixed 
  with crumbly pumice dances in the wind upon the floor 
  here. 
  Other Features 
  A large vat of bubbling wax that is kept constantly hot 
  by a magic flame beneath it, is on the far side of the 
  chamber from the hallway. The vat is constructed of 
  porcelain and inlaid with silver tracery around the 
  edges.  
   Long strips of ragged and aged cloth hang from a pair 
  of steel bars over the vat, where they are tied on to 
  keep them from blowing away in the wind.  
   A sizeable collection of pumice stones, some of them 
  covered with dried brown flecks, rest within large 
  metal bowls next to the porcelain vat. 
   This was a purification chamber. Priests would strip 
  naked and use the wax and cloth strips to remove all 
  hair from their bodies before scrubbing themselves 
  vigorously (sometimes to the point of bleeding) with 
  the pumice stones. A successful DC 15 Wisdom 
  (Medicine) check confirms that the 'dry brown flecks' 
  are blood.  
  Area 5. High Priest’s Quarters 
  Area Information 
  Dimensions & Terrain 
  This side chamber is twenty-five feet by thirty feet. 
  Pebbles and sand shift and spin here as the wind 
  changes. 
  Other Features 
  A long iron bar is suspended between and imbedded 
  into the walls here, about seven feet up from the floor. 
  A few ragged leather straps hang loosely from the bar.  
   An iron chest of drawers is embedded in the far wall. 
  The chest of drawers is not locked, nor is it trapped. 
  Inside the chest of drawers are several items useful to a 
  priest. A corroded silver aspergillum that looks like a 
  strange horned skull with small rubies for eyes, 2 glass 
  vials of holy water, incense that smells strangely of 
  chlorine, and a vial of acid.  
   The acid and holy water are unlabeled and look the 
  same to the untrained eye. Kalak, who is proficient with 
  alchemy supplies, can readily tell the difference given 
  10 minutes and use of his supplies (no check required). 
   The high priest used to hang from the bar by leather 
  straps. There he'd sleep as the winds of Pandemonium 
  raged throughout his chamber. He was quite insane, as 
  were all the clergy of this temple, before it collapsed 
  into decay and ruin. 
  Treasure & Rewards 
  The characters find the following treasure.  
  • Silver aspergillum (500 gp) 
  • Two vials of holy water 
  • One vial of acid 
   
   
  
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  DDIA-MToF Rrakkma 
   
   
  10 
  Area 6. Observation Point 
  Area Information 
  Dimensions & Terrain 
  A wrought iron spiral staircase, rusted and crumbling 
  from disrepair and neglect, leads up to the ceiling of 
  this circular chamber, twenty-five feet in diameter.  
   It appears that there may have once been a tower, or 
  at the very least, another chamber above this room, but 
  stone is all that remains where a doorway should be. 
  The ceiling of this chamber is solid stone and not 
  porous like the walls and ceilings throughout the rest of 
  the complex.  
   
  Other Features 
  This passage indeed leads to another chamber of 
  approximately the same size as this one. The chamber 
  above is completely sealed off from the winds of 
  Pandemonium, though it has a small two-foot by two-
  foot window that has been fitted with an adamantine 
  shutter. The shutter may be opened or closed from 
  inside so that the high priest could look out upon 
  Pandemonium and meditate.  
   If the characters open the shutter, feel free to 
  describe the most hellish, wind-blasted landscape you 
  can. Closing and sealing the shutter requires either a 
  Strength of 18 or a successful DC 15 Strength check. 
   The high priest of the temple was the only one to 
  come up here, and he entered the room using a stone 
  shape spell. If the characters can enter the chamber, it 
  makes an excellent place to rest or hide, whatever the 
  case may be.  While the staircase is in disrepair, it is 
  sturdy enough for an individual gith to traverse at a 
  time. 
   
   
  
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  DDIA-MToF Rrakkma 
   
   
  11 
  Area 7. Clergy Quarters 
  Area Information 
  Dimensions & Terrain 
  This chamber is thirty feet by fifty feet. A viscous fluid 
  comprised of water mixed with grainy sand and earth, 
  drips from the ceiling coating the floors and walls. 
  Other Features 
  Though it is not marked on the map this room has a 
  thick stone door (AC 17, hp 30), located at the far end 
  of the hall just before entering the room itself. The door 
  was accidentally shut when the star spawn manglers 
  entered the chamber. It is locked and requires a 
  successful DC 20 Dexterity check made by someone 
  proficient with thieves’ tools to unlock it, or a 
  successful DC 20 Strength check made by someone 
  with a Strength score of 16 or greater, to break it down. 
   Opening the door to this chamber reveals a grisly 
  sight. Three desiccated human corpses are strung up at 
  even intervals on iron bars that cross the room in a 
  grid, eight feet above the ground. The bodies hang 
  lifelessly from leather straps that are tied down to the 
  grid with elaborate knots. 
   The floors here are slick because of the water and 
  walking on them is normally no trouble. However, once 
  combat begins, anyone charging across the floor must 
  make a successful DC 15 Dexterity (Acrobatics) check 
  or slip and fall prone. The viscous fluid coats their 
  hands, imposing disadvantage on their next weapon 
  attack roll. This fluid can be removed by using an action 
  to scrape off the character's hands. 
  Creatures/NPCs 
  Three star spawn manglers were the first creatures to 
  emerge from the portal to the Far Realm when the 
  mind flayers opened it. These shadowy low-slung, 
  creeping horrors each have six arms, and move quickly 
  along the ground and walls. 
  Objectives/Goals 
  These creatures immediately fled the chamber with the 
  illithids and started exploring the complex, until they 
  became trapped here. Natural assassins, when the 
  adventurers start fiddling with the door, they quickly 
  find hiding places in the shadows and attempt to 
  ambush the interlopers. 
  What do they know? 
  These creatures were commanded by a star spawn seer 
  to investigate the complex beyond the portal and make 
  certain the ritual to charge the Gith Capacitor was not 
  interrupted. 
   
   
  Playing the Pillars 
   
  COMBAT 
  The star spawn manglers take 
  advantage of their shadowy 
  surroundings to get the drop on the 
  adventurers and continue to hide in 
  the shadows throughout combat. 
   
  EXPLORATION 
  The water is not drinkable and 
  attempting to do so requires the 
  unwise to succeed at a DC 20 
  Constitution saving throw or suffer 
  from the poisoned condition for the 
  next 24 hours. 
   
  SOCIAL 
  The star spawn manglers are 
  certainly prone to taunting chatter 
  during combat, and share a language 
  in common with Ven’delen, the 
  bard. If conversation transpires, it is 
  certainly possible for the 
  adventurers to learn that the illithid 
  made a deal with a powerful star 
  spawn seer in the Far Realm, and 
  that they may want to get a move 
  on, as the artifact has already begun 
  charging.
   
   
  
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  12 
  Area 8. Statuary Chamber 
  Area Information 
  Dimensions & Terrain 
  This oddly circular chamber is 
  forty feet in diameter one way 
  and fifty feet in diameter the 
  other.  
  Other Features 
  Statues, carved from a pure white 
  marble, struck through with veins 
  of a strange blood-red stone, 
  stand at the perimeter of this 
  chamber. A massive humanoid 
  figure, also carved from the 
  strange marble, stands the center 
  of the chamber, its arms held high 
  above its head to support the 
  ceiling, forty feet above. A pair of 
  fist-sized black crystals is fitted to 
  the statue’s eyes. 
   The perimeter statues, six in all, appear to resemble 
  naked humans in various states of torture. Feel free to 
  make up descriptions of what this could be, or simply 
  leave it to the imagination of your players. Either way, 
  some degree of discretion and sensitivity to the age and 
  experience of your audience should be liberally 
  exercised. 
   
   
  Creatures/NPCs 
  An eidolon of the former high 
  priest of this temple resides within 
  the central sacred statue of this 
  chamber. The statue depicts some 
  forgotten god dedicated to chaos 
  and entropy, and as described 
  below, holds up the ceiling 
  overhead. 
  Objectives/Goals 
  Aware of the creature’s existence, 
  the mind flayers were able to make 
  a pact with it and are bound to 
  return with many sacrifices once 
  they have completed their 
  business in the Far Realm. 
   
  Interested in being 
  worshipped once more, the insane 
  eidolon protects this chamber 
  from passage by creatures that 
  aren’t mind flayers or star spawn. 
  What do they know? 
  The eidolon is aware of the illithids’ goal and is most 
  ready and willing to do its part, as the result means 
  blood on the altar to its dark and forgotten deity. 
   
  Playing the Pillars 
   
  COMBAT 
  When combat begins, the eidolon 
  animates the sacred statue in the 
  center of the chamber and attacks 
  the adventurers. This allows the 
  ceiling to slowly descend, clicking 
  loudly. 
   If the sacred statue is destroyed the 
  two black crystals explode, releasing 
  two allips, as the eidolon is itself 
  released from the statue. 
   
  EXPLORATION 
  If the adventurers investigate they 
  notice the tops of the statues are 
  oddly flattened, as they were built to 
  have a descending ceiling rest upon 
  them. 
   
  SOCIAL 
  Once released from the statue, the 
  eidolon begins a tirade of insults and 
  threats. If the characters engage the 
  creature in conversation while 
  fighting the allips they can learn of 
  the deal the creature made with the 
  mind flayers, a subject that it 
  gleefully engages in. 
   As a note, after a minute, the ceiling 
  rests upon the smaller statues, 
  having descended 20 feet to do so. 
   
   
  
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  13 
  Area 9. Torture Chamber 
  Area Information 
  Dimensions & Terrain 
  Thirty feet by forty feet, there is an enclosure on one 
  end of the chamber with a broken down, rusty gate. 
  Other Features 
  The floor of this chamber is lined with small 
  depressions at regular intervals. Water rapidly and 
  continuously drips from the ceiling into the center of 
  each depression. Manacled chains bound to the floor 
  are mounted near many of the depressions. 
   If any of the characters succeed on a DC 10 Wisdom 
  (Insight) check, they determine that victims were 
  originally bound in chains in such a manner that the 
  water dripping from the ceiling would strike them 
  repeatedly and unavoidably in the head. At first, this 
  may seem innocent, but left for days, or even just hours 
  for some, this form of torture could break even the 
  most steadfast soul or drive them completely insane. 
   A successful DC 25 Intelligence (Investigation) check 
  turns up a rather sizeable black pearl (pearl of power) 
  that seems to have found its way to the bottom of one 
  of the depressions. 
  Treasure & Rewards 
  The characters may find the following treasure. 
  • A pearl of power 
   
  Area 10. Library 
  Area Information 
  Dimensions & Terrain 
  Sixty-five feet at its furthest distance across, and about 
  forty feet wide, this strangely shaped chamber is 
  mostly rectangular. 
  Other Features 
  The walls of this odd chamber appear to have, at one 
  time, been smoothed out and finished, allowing 
  whoever inhabited this structure to record large 
  amounts of information in some strange language upon 
  the walls. However, time and the winds of 
  Pandemonium have taken their toll upon this room as 
  with the others, and the walls are now pockmarked and 
  eroded to the point of incoherence.  
   Originally, the priests of this temple marked the 
  tenants of their faith upon these walls, but the writing 
  has been virtually scoured from the walls. Only vague 
  markings in certain places here and there give 
  testimony that the record even existed to begin with. 
  Even a comprehend languages spell turns up gibberish 
  from what is left.  
   The adventurers can spend as much time as they like 
  attempting to decipher the vague scrawl remaining, but 
  it only wastes time. Feel free to make up bits of mad 
  ramblings if you would like to encourage them further. 
   
   
  
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  14 
  Area 11. The Cathedral 
  Area Information 
  Dimensions & Terrain 
  Forty-five feet by one-hundred-ten feet, this is a 
  massive cathedral. 
  Lighting 
  Unlike the rest of this complex, there is a dim light 
  throughout this chamber, originating from the active 
  portal. 
  Other Features 
  This cathedral must have been something to behold at 
  one point in time, but now the porous stone and winds 
  of Pandemonium have brought it to its current decrepit 
  state. At the far end of the cathedral is a shining 
  adamantine archway alight with runes of power. The 
  gate to the Far Realm is open. Due to some strange 
  influence of the Far Realm, the winds of Pandemonium 
  do not touch this place at the moment. 
  Creatures/NPCs 
  Two mind flayers stand guard at the open portal to the 
  Far Realm, though they are levitating twenty feet above 
  the ground. 
  Objectives/Goals 
  These creatures will fight to the death to keep the gith 
  from entering the Far Realm and attempting to spoil 
  the plan. 
  What do they know? 
  The mind flayers know all the plans, but they’re not 
  really in a talking mood. 
  Treasure & Rewards 
  A hidden eversmoking bottle (see EXPLORATION). 
   
  Playing the Pillars 
   
  COMBAT 
  In combat the mind flayers start by 
  using Mind Blast on the party 
  simultaneously, attempting to catch 
  as many of them in their respective 
  attacks as possible, and thus force 
  multiple saving throws. They both 
  follow up with dominate monster. 
   
  EXPLORATION 
  While it would take considerable 
  time to investigate every nook and 
  cranny of this massive chamber, if 
  detect magic is cast, the caster 
  locates an eversmoking bottle with a 
  successful DC 10 Intelligence 
  (Investigation) check. 
   
  SOCIAL 
  While the mind flayers aren’t 
  normally talkative, if one or both are 
  charmed, they know of the creatures 
  to be faced in the Far Realm and can 
  inform the gith as to the resistances 
  and immunities of star spawn seer 
  and hulk.
   
   
  
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  15 
  Section 3. The Far Realm 
   
  Assuming the adventurers have made it this far, 
  defeated the mind flayer guards at the portal, and leapt 
  through it to the Far Realm, they have a chance to stop 
  the charging and deployment of the Gith Capacitor. 
  The Far Realm 
  The Far Realm is outside the known multiverse. In fact, it might 
  be an entirely separate universe with its own physical and 
  magical laws. Where stray energies from the Far Realm leak 
  onto another plane, matter is warped into alien shapes that defy 
  understandable geometry and biology. Aberrations such as mind 
  flayers and beholders are either from this plane or shaped by its 
  strange influence. 
   
  The entities that abide in the Far Realm itself are too alien for 
  a normal mind to accept without strain. Titanic creatures swim 
  through nothingness there, and unspeakable things whisper 
  awful truths to those who dare listen. For mortals, knowledge of 
  the Far Realm is a struggle of the mind to overcome the 
  boundaries of matter, space, and sanity. Some warlocks 
  embrace this struggle by forming pacts with entities there. 
  Anyone who has seen the Far Realm mutters about eyes, 
  tentacles, and horror. 
   
  The Far Realm has no well-know;n portals, or at least none 
  that are still viable. Ancient elves once opened a vast portal to 
  the Far Realm within a mountain called Firestorm Peak, but their 
  civilization imploded in bloody terror and the portal's location-
  even its home world-is long forgotten. Lost portals might still 
  exist, marked by an alien magic that mutates the area around 
  them. 
  Far Realm Confusion 
  Experiencing the Far Realm is not for the weak of mind. 
  EVERY round the adventurers are in the Far Realm, 
  they must each make a successful DC 15 Wisdom 
  saving throw at the beginning of each turn or suffer the 
  effects of confusion that round. The chart has been 
  modified from the one in the Player’s Handbook to more 
  accurately reflect the effects of the Far Realm. Please 
  use this one. 
   
  Confusion Behavior 
  d10 
  Behavior 
  1 
  The creature uses all its movement to 
  move in a random direction. To 
  determine the direction, roll a d8 and 
  assign a direction to each die face. The 
  creature doesn't take an action this turn. 
  2–7 
  The creature doesn't move or take 
  actions this turn. 
  8–10 
  The creature uses its action to make a 
  melee attack against a randomly 
  determined creature within its reach. If 
  there is no creature within its reach, the 
  creature does nothing this turn. 
   
   
   
  
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  16 
  Gith Capacitor 
  Area Information 
  Dimensions & Terrain 
  This area appears to duplicate the same space 
  as the cathedral the adventures just left (forty-
  five feet by one-hundred-ten feet). The main 
  difference, is the only visible way out is back 
  through the portal. 
  Lighting 
  This area is well lit. The charging Gith 
  Capacitor creates A LOT of light. 
  Creatures/NPCs 
  A star spawn seer and its guardian star 
  spawn hulk are helping the ulitharid charge 
  the artifact. 
  Objectives/Goals 
  The ulitharid has a pact with the star spawn 
  seer and spends its time focused on charging 
  the Gith Capacitor. If the star spawn seer is 
  alive, the adventurers can’t get to the ulitharid 
  or affect it in any way. There is a field of alien 
  energy blocking it off from everything that isn’t 
  the Gith Capacitor. If the adventurers slay the 
  star spawn seer, the field protecting the 
  ulitharid drops with violently, and the psionic 
  impact causes the Gith Capacitor to explode, 
  slaying the ulitharid and star spawn hulk (if it 
  still lives), and shunting the rrakkma 
  involuntarily back through the gate to 
  Pandemonium. 
   
   
   
   
   
   
   
   
   
   
  Playing the Pillars 
   
  COMBAT 
  Due to the disorienting nature of the 
  Far Realm, the adventurers make 
  any Initiative checks with 
  Disadvantage. 
   At the beginning of combat, the star 
  spawn hulk moves toward the gith 
  and attacks in melee, while the star 
  spawn seer uses its Psychic Orb 
  attack directly on the star spawn 
  hulk, relying on the creature’s 
  Psychic Mirror ability to affect as 
  many of the adventurers as possible. 
   
  EXPLORATION 
  Even saying the word ‘exploration’ in 
  the Far Realm can be a harrowing 
  experience. Focusing on a single 
  objective really is the key to 
  maintaining sanity. 
      Nonetheless should an adventurer 
  do so, the experience is so 
  disorienting (filled with images of 
  tentacles, eyeballs, and mouths), 
  they need to make a successful DC 
  15 Intelligence saving throw or be 
  Stunned until the beginning of their 
  next turn. 
   
  SOCIAL 
  The far spawn see is too alien to 
  engage in reasonable conversation 
  with the adventurers. That said, if 
  they would like to speak with the 
  creature on their turn, they get back 
  a gibberish reply and their next 
  saving throw against confusion is 
  made with Disadvantage.
   
   
  
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  17 
  Wrap Up 
  This adventure has two possible endings. If the 
  adventurers succeed, the Gith Capacitor has been 
  destroyed. If they fail, the gith peoples are wiped of 
  their racial psionic abilities and become willing pawns 
  of the mind flayers once more. 
  Adventure Rewards 
  Since this adventure MUST be played with the 
  pregenerated characters provided, rewards are treated 
  a bit differently. For playing in this event, each player 
  and their Dungeon Master receive the event certificate, 
  CHAOS CURIO. 
   The players may not keep magic items found listed 
  below; the following descriptions are provided here to 
  facilitate use during the adventure. 
   
  Brooch of Shielding 
  Wondrous item, uncommon (requires attunement) 
  While wearing this brooch, you have resistance to force 
  damage, and you have immunity to damage from the 
  magic missile spell. 
  Eversmoking Bottle 
  Wondrous item, uncommon 
  Smoke leaks from the lead-stoppered mouth of this 
  brass bottle, which weighs 1 pound. When you use an 
  action to remove the stopper, a cloud of thick smoke 
  pours out in a 60-foot radius from the bottle. The 
  cloud’s area is heavily obscured. Each minute the bottle 
  remains open and within the cloud, the radius 
  increases by 10 feet until it reaches its maximum radius 
  of 120 feet. 
   The cloud persists as long as the bottle is open. 
  Closing the bottle requires you to speak its command 
  word as an action. Once the bottle is closed, the cloud 
  disperses after 10 minutes. A moderate wind (11 to 20 
  miles per hour) can also disperse the smoke after 1 
  minute, and a strong wind (21 or more miles per hour) 
  can do so after 1 round. 
  Pearl of Power 
  Wondrous item, uncommon (requires attunement by a 
  spellcaster) 
  While this pearl is on your person, you can use an 
  action to speak its command word and regain one 
  expended spell slot. If the expended slot was of 4th 
  level or higher, the new slot is 3rd level. Once you use 
  the pearl, it can’t be used again until the next dawn. 
   
   
  
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  18 
  Appendix 1. Creature Statistics 
   
  Duergar Stone Guard 
  Medium humanoid (dwarf), lawful evil 
  Armor Class 18 (chain mail, shield) 
  Hit Points 39 (6d8 + 12) 
  Speed 25 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  9 (-1) 
   
  Damage Resistances poison 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Dwarvish, Undercommon 
  Challenge 2 (450 XP) 
  Duergar Resilience. The duergar has advantage on saving 
  throws against poison, spells, and illusions, as well as to 
  resist being charmed or paralyzed. 
  Phalanx Formation. The duergar has advantage on attack 
  rolls and Dexterity saving throws while standing within 5 
  feet of a duergar ally wielding a shield. 
  Sunlight Sensitivity. While in sunlight, the duergar has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  King’s Knife (Shortsword). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing 
  damage, or 11 (2d6 + 4) piercing damage while enlarged. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) 
  piercing damage, or 11 (2d6 + 4) piercing damage while 
  enlarged. 
  Enlarge (Recharges after a Short or Long Rest). For 1 
  minute, the duergar magically increases in size, along with 
  anything it is wearing or carrying. While enlarged, the 
  duergar is Large, doubles its damage dice on Strength-
  based weapon attacks (included in the attacks), and 
  makes Strength checks and Strength saving throws with 
  advantage. If the duergar lacks the room to become 
  Large, it attains the maximum size possible in the space 
  available. 
  Invisibility (Recharge 4–6). The duergar magically turns 
  invisible for up to 1 hour or until it attacks, casts a spell, it 
  uses its Enlarge, or its concentration is broken (as if 
  concentrating on a spell). Any equipment the duergar 
  wears or carries is invisible with it. 
  Duergar Warlord 
  Medium humanoid (dwarf), lawful evil 
  Armor Class 20 (plate mail, shield) 
  Hit Points 75 (10d8 + 30) 
  Speed 25 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  12 (+1) 
  14 (+2) 
   
  Damage Resistances poison 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Dwarvish, Undercommon 
  Challenge 6 (2,300 XP) 
  Duergar Resilience. The duergar has advantage on saving 
  throws against poison, spells, and illusions, as well as to 
  resist being charmed or paralyzed. 
  Sunlight Sensitivity. While in sunlight, the duergar has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The duergar makes three hammer or javelin 
  attacks and uses Call to Attack or Enlarge. 
  Psychic-Attuned Hammer. Melee Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning 
  damage, or 15 (2d10 + 4) bludgeoning damage while 
  enlarged, plus 5 (1d10) psychic damage. 
  Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 
  5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) 
  piercing damage, or 11 (2d6 + 4) piercing damage while 
  enlarged. 
  Call to Attack. Up to three allied duergar within 120 feet 
  of this duergar that can hear it can each use their reaction 
  to make one weapon attack. 
  Enlarge (Recharges after a Short or Long Rest). For 1 
  minute, the duergar magically increases in size, along with 
  anything it is wearing or carrying. While enlarged, the 
  duergar is Large, doubles its damage dice on Strength-
  based weapon attacks (included in the attacks), and 
  makes Strength checks and Strength saving throws with 
  advantage. If the duergar lacks the room to become 
  Large, it attains the maximum size possible in the space 
  available. 
  Invisibility (Recharge 4–6). The duergar magically turns 
  invisible for up to 1 hour or until it attacks, casts a spell, it 
  
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  19 
  uses its Enlarge, or its concentration is broken (as if 
  concentrating on a spell). Any equipment the duergar 
  wears or carries is invisible with it. 
   
  Elder Oblex 
  Huge Ooze, lawful evil 
  Armor Class 16 
  Hit Points 115 (10d12 + 50) 
  Speed 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  21 (+5) 
  22 (+6) 
  13 (+1) 
  18 (+4) 
   
  Saving Throws Int +10, Cha +8 
  Skills Arcana +10, Deception +8, History +10, Nature +10, 
  Perception +5, Religion +10 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, prone 
  Senses blindsight 60 ft. (blind beyond this distance), 
  passive Perception 15 
  Languages Common, Deep Speech, Dwarvish, Elvish, Gith, 
  Gnomish, Undercommon 
  Challenge 10 (5,900 XP) 
  Amorphous. The oblex can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Aversion to Fire. If the oblex takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the 
  end of its next turn. 
  Innate Spellcasting. The oblex’s innate spellcasting ability 
  is Intelligence (spell save DC 18). It can innately cast the 
  following spells, requiring no material components: 
  At will: charm person (as 5th-level spell), detect thoughts, 
  hold person 
  3/day each: confusion, dimension door, dominate person, 
  fear, hallucinatory terrain, hold monster, hypnotic pattern, 
  telekinesis 
  Sulfurous Impersonation. As a bonus action, the oblex can 
  extrude a piece of itself that assumes the appearance of 
  one Medium or smaller creature whose memories it has 
  stolen. This simulacrum appears, feels, and sounds exactly 
  like the creature it impersonates, though it smells faintly 
  of sulfur. The oblex can impersonate 2d6 + 1 different 
  creatures, each one tethered to its body by a strand of 
  slime that can extend up to 120 feet away. For all practical 
  purposes, the simulacrum is the oblex, meaning the oblex 
  occupies its space and the simulacrum’s space 
  simultaneously. The slimy tether is immune to damage, 
  but it is severed if there is no opening at least 1 inch wide 
  between the oblex’s main body and the simulacrum. The 
  simulacrum disappears if the tether is severed. 
  Actions 
  Multiattack. The elder oblex makes two pseudopod 
  attacks and uses Eat Memories. 
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 7 
  (2d6) psychic damage. 
  Eat Memories. The oblex targets one creature it can see 
  within 5 feet of it. The target must succeed on a DC 18 
  Wisdom saving throw or take 44 (8d10) psychic damage 
  and become memory drained until it finishes a short or 
  long rest or until it benefits from the greater restoration 
  or heal spell. Constructs, oozes, plants, and undead 
  succeed on the save automatically. 
   While memory drained, the target must roll a d4 and 
  subtract the number rolled from any ability check or 
  attack roll it makes. Each time the target is memory 
  drained beyond the first, the die size increases by one: the 
  d4 becomes a d6, the d6 becomes a d8, and so on until 
  the die becomes a d20, at which point the target becomes 
  unconscious for 1 hour. The effect then ends. 
   When an oblex causes a target to become memory 
  drained, the oblex learns all the languages the target 
  knows and gains all its proficiencies, except any saving 
  throw proficiencies. 
   
   
  
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  20 
  Star Spawn Mangler 
  Medium aberration, chaotic evil 
  Armor Class 14 
  Hit Points 71 (13d8 + 13) 
  Speed 40 ft., climb 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (-1) 
  18 (+4) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  7 (-2) 
   
  Saving Throws Dex +7, Con +4 
  Skills Stealth +7 
  Damage Resistances cold 
  Damage Immunities psychic 
  Condition Immunities charmed, frightened, prone 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Deep Speech 
  Challenge 5 (1,800 XP) 
  Ambush. On the first round of each combat, the mangler 
  has advantage on attack rolls against a creature that 
  hasn’t taken a turn yet. 
  Shadow Stealth. While in dim light or darkness, the 
  mangler can take the Hide action as a bonus action. 
  Actions 
  Multiattack. The mangler makes two claw attacks. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll 
  has advantage, the target also takes 7 (2d6) psychic 
  damage. 
  Flurry of Claws (Recharge 4−6). The mangler makes six 
  claw attacks against one target. Either before or after 
  these attacks, it can move up to its speed as a bonus 
  action without provoking opportunity attacks. 
  Eidolon 
  Medium undead, chaotic evil 
  Armor Class 9 
  Hit Points 63 (18d8 - 18) 
  Speed 0 ft., fly 40 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (-2) 
  8 (-1) 
  9 (-1) 
  14 (+2) 
  19 (+4) 
  16 (+3) 
   
  Saving Throws Wis +8 
  Skills Perception +8 
  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 18 
  Languages Common, Deep Speech, Undercommon 
  Challenge 12 (8,400 XP) 
  Incorporeal Movement. The eidolon 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 other than a sacred statue. 
  Sacred Animation (Recharge 5–6). When the eidolon 
  moves into a space occupied by a sacred statue, the 
  eidolon can disappear, causing the statue to become a 
  creature under the eidolon’s control. The eidolon uses the 
  sacred statue’s statistics in place of its own. 
  Turn Resistance. The eidolon has advantage on saving 
  throws against any effect that turns undead. 
  Actions 
  Divine Dread. Each creature within 60 feet of the eidolon 
  that can see it must succeed on a DC 15 Wisdom saving 
  throw or be frightened of it for 1 minute. While frightened 
  in this way, the creature must take the Dash action and 
  move away from the eidolon by the safest available route 
  at the start of each of its turns, unless there is nowhere 
  for it to move, in which case the creature also becomes 
  stunned until it can move again. A frightened target can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a target’s saving 
  throw is successful or the effect ends for it, the target is 
  immune to any eidolon’s Divine Dread for the next 24 
  hours. 
  
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  DDIA-MToF Rrakkma 
   
   
  21 
  Eidolon – Sacred Statue 
  Large construct, chaotic evil 
  Armor Class 19 (natural armor) 
  Hit Points 95 (10d10 + 40) 
  Speed 25 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  8 (-1) 
  19 (+4) 
  14 (+2) 
  19 (+4) 
  16 (+3) 
   
  Saving Throws Wis +8 
  Damage Resistances acid, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Deep Speech, Undercommon 
  False Appearance. While the statue remains motionless, 
  it is indistinguishable from a normal statue. 
  Ghostly Inhabitant. The eidolon that enters the sacred 
  statue remains inside it until the statue drops to 0 hit 
  points, the eidolon uses a bonus action to move out of the 
  statue, or the eidolon is turned or forced out by an effect 
  such as the dispel evil and good spell. When the eidolon 
  leaves the statue, it appears in an unoccupied space 
  within 5 feet of the statue. 
  Inert. When not inhabited by an eidolon, the statue is an 
  object. 
  Actions 
  Multiattack. The statue makes two slam attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 43 (6d12 + 4) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +8 to hit, range 60 ft./240 
  ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage. 
  Allip 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 40 (9d8) 
  Speed 0 ft., fly 40 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  17 (+3) 
  10 (+0) 
  17 (+3) 
  15 (+2) 
  16 (+3) 
   
  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 15 
  Languages Deep Speech, Undercommon 
  Challenge 5 (1,800 XP) 
  Incorporeal Movement. The allip 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. 
  Actions 
  Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 
  ft., one target. Hit: 17 (4d6 + 3) psychic damage. 
  Whispers of Madness. The allip chooses up to three 
  creatures it can see within 60 feet of it. Each target must 
  succeed on a DC 14 Wisdom saving throw, or it takes 7 
  (1d8 + 3) psychic damage and must use its reaction to 
  make a melee weapon attack against one creature of the 
  allip’s choice that the allip can see. Constructs and undead 
  are immune to this effect. 
  Howling Babble (Recharge 6). Each creature within 30 
  feet of the allip that can hear it must make a DC 14 
  Wisdom saving throw. On a failed save, a target takes 12 
  (2d8 + 3) psychic damage, and it is stunned until the end 
  of its next turn. On a successful save, it takes half as much 
  damage and isn’t stunned. Constructs and undead are 
  immune to this effect. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDIA-MToF Rrakkma 
   
   
  22 
  Mind Flayer 
  Medium aberration, lawful evil 
  Armor Class 15 (breastplate) 
  Hit Points 71 (13d8 + 13) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  12 (+1) 
  19 (+4) 
  17 (+3) 
  17 (+3) 
   
  Saving Throws Int +7, Wis +6, Cha +6 
  Skills Arcana +7, Deception +6, Insight +6, Perception +6, 
  Persuasion +6, Stealth +4 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Deep Speech, Undercommon, telepathy 120 ft. 
  Challenge 7 (2,900 XP) 
  Magic Resistance. The mind flayer has advantage on 
  saving throws against spells and other magical effects. 
  Innate Spellcasting (Psionics). The mind flayer’s innate 
  spellcasting ability is Intelligence (spell save DC 15). It can 
  innately cast the following spells, requiring no 
  components: 
  At will: detect thoughts, levitate 
  1/day each: dominate monster, plane shift (self only) 
  Actions 
  Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 15 (2d10 + 4) psychic damage. If the 
  target is Medium or smaller, it is grappled (escape DC 15) 
  and must succeed on a DC 15 Intelligence saving throw or 
  be stunned until this grapple ends. 
  Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one incapacitated humanoid grappled by the mind flayer. 
  Hit: 55 (10d10) piercing damage. If this damage reduces 
  the target to 0 hit points, the mind flayer kills the target 
  by extracting and devouring its brain. 
  Mind Blast (Recharge 5–6). The mind flayer magically 
  emits psychic energy in a 60-foot cone. Each creature in 
  that area must succeed on a DC 15 Intelligence saving 
  throw or take 22 (4d8 + 4) psychic damage and be 
  stunned for 1 minute. A creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success. 
   
  Star Spawn Hulk 
  Large aberration, chaotic evil 
  Armor Class 16 (natural armor) 
  Hit Points 136 (13d10 + 65) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  8 (-1) 
  21 (+5) 
  7 (-2) 
  12 (+1) 
  9 (-1) 
   
  Saving Throws Dex +3, Wis +5 
  Skills Perception +5 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Condition Immunities charmed, frightened 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Deep Speech 
  Challenge 10 (5,900 XP) 
  Psychic Mirror. If the hulk takes psychic damage, each 
  creature within 10 feet of the hulk takes that damage 
  instead; the hulk takes none of the damage. In addition, 
  the hulk’s thoughts and location can’t be discerned by 
  magic. 
  Actions 
  Multiattack. The hulk makes two slam attacks. If both 
  attacks hit the same target, the target also takes 9 (2d8) 
  psychic damage and must succeed on a DC 17 
  Constitution saving throw or be stunned until the end of 
  the target’s next turn. 
  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 14 (2d8 + 5) bludgeoning damage. 
  Reaping Arms (Recharge 5–6). The hulk makes a separate 
  slam attack against each creature within 10 feet of it. Each 
  creature that is hit must also succeed on a DC 17 Dexterity 
  saving throw or be knocked prone. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDIA-MToF Rrakkma 
   
   
  23 
  Star Spawn Seer 
  Medium aberration, neutral evil 
  Armor Class 17 (natural armor) 
  Hit Points 153 (18d8 + 72) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  12 (+1) 
  18 (+4) 
  22 (+6) 
  19 (+4) 
  16 (+3) 
   
  Saving Throws Dex +6, Int +11, Wis +9, Cha +8 
  Skills Perception +9 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities psychic 
  Condition Immunities charmed, frightened 
  Senses darkvision 60 ft., passive Perception 19 
  Languages Common, Deep Speech, Undercommon 
  Challenge 13 (10,000 XP) 
  Out-of-Phase Movement. The seer can move through 
  other creatures and objects as if they were difficult 
  terrain. Each creature it moves through takes 5 (1d10) 
  psychic damage; no creature can take this damage more 
  than once per turn. The seer takes 5 (1d10) force damage 
  if it ends its turn inside an object. 
  Actions 
  Multiattack. The seer makes two comet staff attacks or 
  uses Psychic Orb twice. 
  Comet Staff. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 9 (1d6 + 6) bludgeoning damage, or 10 
  (1d8 + 6) bludgeoning damage if used with two hands, 
  plus 18 (4d8) psychic damage, and the target must 
  succeed on a DC 19 Constitution saving throw or be 
  incapacitated until the end of its next turn. 
  Psychic Orb. Ranged Spell Attack: +11 to hit, range 120 
  feet, one target. Hit: 27 (5d10) psychic damage. 
  Collapse Distance (Recharge 6). The seer warps space 
  around a creature it can see within 30 feet of it. That 
  creature must make a DC 19 Wisdom saving throw. On a 
  failed save, the target, along with any equipment it is 
  wearing or carrying, is magically teleported up to 60 feet 
  to an unoccupied space the seer can see, and all other 
  creatures within 10 feet of the target’s original space each 
  takes 39 (6d12) psychic damage. On a successful save, the 
  target takes 19 (3d12) psychic damage. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDIA-MToF Rrakkma 
   
   
  24 
  Appendix 2. Temple of Madness 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDIA-MToF Rrakkma 
   
   
  25 
  Appendix 3. Dungeon Master Tips 
   
   
  PREPARATORY NOTES. As you’re reading through 
  and/or running this adventure, pay special attention 
  to areas that include creatures, noting whether or 
  not the adventurers are likely to see them initially.  
   If creatures are clearly visible, consider providing 
  a minimum of detail (size, shape, and lighting only) 
  for the area description, in favor of providing greater 
  detail regarding potentially hostile creatures.  
   You can always go back after the fight is over, or 
  after it has been established that a fight won’t be 
  happening and elaborate on your description of the 
  area with additional details. 
  It is highly recommended, to get the maximum 
  enjoyment out of this adventure, that you have six 
  players ready to play each of the pregenerated 
  characters. 
   Due to the combat-heavy nature of this adventure, 
  it’s possible that it could take from six to eight hours 
  to play. If running this at an event, you might 
  consider playing this over the course of two four-
  hour time slots, taking a break after the third combat 
  encounter (most likely Area 7). 
   If you’re running this adventure outside of an 
  event, it is of course up to the DM and players to 
  decide how best to break up the action between 
  game sessions. 
  Reliquary of Zerthimon  
  Wondrous item, unique (requires attunement by a 
  gith) 
  Time is an important element of this adventure 
  since, to succeed, the rrakkma must stop the Gith 
  Capacitor from achieving a full charge. 
   At the same time, to show off as many new 
  creatures from Mordenkainen’s Tome of Foes, this 
  adventure is extremely combat heavy as well. To 
  keep the action going while remaining fair, this 
  reliquary becomes the essential time keeping device 
  for the adventurers. 
  • Whoever is attuned to the reliquary can 
  instinctively tell how charged up the Gith 
  Capacitor is. 
  • Anyone in the rrakkma can attune to it, so it is up 
  to the players who it will be. 
  • To making the tracking of this element as simple 
  as possible, the charge increases each time the 
  adventurers complete a rest. 
  • The rrakkma can safely complete four short rests 
  and still possibly achieve their objective.  
  • If they take a fifth short rest the Gith Capacitor is 
  fully charged, and they fail to complete their 
  mission. 
  • If they take a long rest, it counts as three short 
  rests. They could feasibly take a single long rest 
  and a single short rest and still accomplish their 
  mission. Any more rests however, and they fail. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDIA-MToF Rrakkma 
   
   
  26 
  Player Handout. Gith & The Sha’sal Khou 
   
  GITHYANKI 
  The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, 
  beads, gems, and precious metals decorate their armor and weapons—the legendary silver swords with which they 
  cut through their foes. Since winning their freedom from the mind flayers, the githyanki have become ruthless 
  conquerors under the rulership of their dread lich-queen, Vlaakith. 
  GITHZERAI 
  Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear 
  unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their 
  own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, 
  dwelling on islands of order in the vast sea of chaos that is the plane of Limbo. 
  SHA’SAL KHOU 
  The Sha’sal Khou are githyanki and githzerai radicals working toward the reunification of their respective peoples. 
  They labor to create a unified nation of gith. Members of the Sha’sal Khou work secretly within their respective 
  societies, subtly discouraging attacks on the other gith race while carefully recruiting like-minded individuals. They 
  maintain a secret redoubt on the Sword Coast as well. 
   The characters participating in this adventure are members of this fortification, and work with the other races of 
  the Realms to further their goals. While in the pursuit of their objectives or even simply as training to pursue them, 
  they find themselves participating in all sorts of expeditions and adventures alongside the factions. 
   As a general note, the Sha’sal Khou isn’t a faction in the same sense as the Harpers or Zhentarim. They are a 
  background element only and meant to be a unifying element for gith characters in this campaign. 
  
  CHARACTER�����
  PLAYER�����
  ChaosCurio
  DDIA-MORD Rrakkma
  The journey through Pandemonium has yielded strange rewards.
  Choose one of the following and assign this certificate to one of your D&D Adventurers League characters:
  Grahkklm, star spawn kitten
  Grahkklm is a fuzzy little ball of drool, love, and what is
  ostensibly cat-flesh. It sometimes sprouts tentacles and other
  times seems to be in a constant state of melting. It always loves
  to knock trinkets, knick-knacks, and especially tea cups off of
  tables and countertops. Grahkklm is not able to participate in
  combat and due to its chaotic nature is not suitable as a familiar.
  T'k'shk, diminutive eidolon
  T'k'shk stands approximately 3 inches tall,
  but has all the rage of a full-sized eidolon.
  Having lost one of its eyes some time ago,
  it becomes disoriented if it moves too
  quickly. While it greatly enjoys tipping
  over bowls, kicking beer steins, and flipping
  ashtrays end-over-end, it is completely
  unable to participate in combat and is not a
  suitable familiar (it's just too angry to focus).
  
  Certificate Identification Code
  TM & © 2014 Wizards of the Coast LLC in the USA and other countries.
  MORDENKAINEN
  
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  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
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  PROFICIENCY BONUS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  SAVING THROWS
  INSPIRATION
  SKILLS
  Wizard 9
  Sage
  Kalak Draknerah
  Githyanki
  Lawful Neutral
  48,000
  12
  +4
  13
  +2
  30 ft.
  I . . . speak . . . slowly . . . when talking . . . to
  idiots, . . . which . . . almost . . . everyone . . .
  is . . . compared . . . to me.
  There’s nothing I like more than a good mystery.
  +1
  +1
  14
  The path to power and self-improvement
  is through knowledge.
  +2
  I work to preserve a library,
  university, scriptorium, or monastery.
  10
  9d6
  +0
  I can’t keep a secret to save my life, or
  anyone else’s.
  18
  +2
  +0
  +8
  +6
  +0
  +2
  +2
  +1
  +0
  +8
  qurterstaff
  +5
  1d6+1*
  +2
  +0
  fire bolt
  +9
  shk grasp
  +9
  ●
  ●
  +4
  2d10
  +8
  14
  +8
  +2
  +2
  10
  +4
  +0
  +2
  +8
  +2
  ●
  ●
  ●
  ●
  +0
  38
  2d8
  +2
  +0
  +2
  *versatile 1d8+1
  12
  Armor.
  Light Armor, Medium Armor
  Weapons.
  Dagger, Dart, Sling, Quarterstaff, Light
  Crossbow, Shortsword, Longsword,
  Greatsword
  Tools.
  Alchemy Supplies
  Languages.
  Common, Draconic, Gith, Gnomish
  25
  quarterstaff, arcane focus
  (crystal), traveler's clothes, belt
  pouch, wand of the war mage
  +1 (see reverse)
  backpack- bedroll, mess kit,
  tinderbox, 10 days rations,
  waterskin, bottle of ink, ink pen,
  small knife, letter from a dead
  colleague posing a question
  you haven't been able to
  answer, spellbook, alchemy
  supplies, 2 potions of healing
  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.
  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 Wisdom saving throw against your
  wizard spell save DC 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.
  Instinctive Charm.
  When a creature you can see within 30 feet of you
  makes an attack roll against you, you can use your
  reaction to divert the attack, provided that another
  creature is within the attack’s range. The attacker must
  make a Wisdom saving throw against your wizard spell
  save DC. On a failed save, the attacker must target the
  creature that is closest to it, not including you or itself. If
  multiple creatures are closest, the attacker chooses
  which one to target. On a successful save, you can’t use
  this feature on the attacker again until you finish a long
  rest.
  You must choose to use this feature before knowing
  whether the attack hits or misses. Creatures that can’t
  be charmed are immune to this effect.
  
  CHARACTER NAME
  EYES
  AGE
  WEIGHT
  HEIGHT
  HAIR
  SKIN
  NAME
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  SYMBOL
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Kalak Draknerah
  60
  6 ft.
  160 lbs.
  Yellow
  Sallow
  Bald
  Researcher.
  When you attempt to learn or recall a
  piece of lore, if you do not know that
  information, you often know where and
  from whom you can obtain it. Usually,
  this information comes from a library,
  scriptorium, university, or a sage or other
  learned person or creature. Your DM
  might rule that the knowledge you seek
  is secreted away in an almost
  inaccessible place, or that it simply
  cannot be found. Unearthing the deepest
  secrets of the multiverse can require an
  adventure or even a whole campaign.
  Decadent Mastery.
  You learn one language of your choice, and you are proficient with one skill or tool of
  your choice. In the timeless city of Tu’narath, githyanki have bountiful time to master odd bits of
  knowledge (already figured in).
  Martial Prodigy.
  You are proficient with light and medium armor and with shortswords, longswords, and
  greatswords (already figured in).
  Githyanki Psionics.
  You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this
  trait.
  When you reach 3rd level, you can cast the jump spell once with this trait, and you regain the
  ability to do so when you finish a long rest.
  When you reach 5th level, you can cast the misty step spell once with this trait, and you
  regain the ability to do so when you finish a long rest.
  Intelligence is your spellcasting ability for these spells. When you cast them with this trait,
  they don’t require components.
  wand of the war mage +1
  While holding this wand, you gain a bonus to spell attack rolls
  (already figured in). In addition, you ignore half cover when
  making a spell attack.
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  SPELLCASTING
  CLASS
  SPELLS KNOWN
  SPELL NAME
  P
  R
  E
  P
  A
  R
  E
  D
  SPELL
  LEVEL
  SLOTS EXPENDED
  SLOTS TOTAL
  1
  0
  2
  3
  6
  7
  8
  9
  4
  5
  SPELLCASTING
  ABILITY
  SPELL SAVE DC
  SPELL ATTACK
  BONUS
  CANTRIPS
  Wizard
  Intelligence
  16
  +9
  4
  Fire Bolt
  Charm Person
  Light
  Prestidigitation
  Shocking Grasp
  Comprehand Languages
  Detect Magic
  Identify
  Magic Missile
  Protection From Evil and Good
  Shield
  Sleep
  3
  Hold Person
  Scorching Ray
  Suggestion
  Detect Thoughts
  3
  Fireball
  Dispel Magic
  Haste
  Slow
  3
  Dimension Door
  Confusion
  Ice Storm
  Mordenkainen's Faithful Hound
  1
  Mislead
  Hold Monster
  
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  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
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  PROFICIENCY BONUS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  SAVING THROWS
  INSPIRATION
  SKILLS
  Cleric 9
  Acolyte
  Quadere Lendou
  Githzerai
  Lawful Neutral
  48,000
  10
  +4
  18
  +2
  30 ft.
  I see omens in every event and action. The gods try
  to speak to us, we just need to listen.
  I’ve enjoyed fine food, drink, and high society among
  my temple’s elite. Rough living grates on me.
  +0
  +0
  14
  The ancient traditions of worship and
  sacrifice must be preserved and upheld.
  +2
  I seek to preserve a sacred text that my
  enemies consider heretical and seek to
  destroy.
  14
  9d8
  +2
  Once I pick a goal, I become obsessed with
  it to the detriment of everything else in my
  life.
  14
  +2
  +2
  +2
  +8
  +4
  +2
  +4
  +0
  +0
  +6
  mace
  +4
  1d6
  +8
  +0
  dagger
  +6
  ●
  ●
  +2
  1d4+2*
  +2
  18
  +10
  +4
  +4
  10
  +10
  +0
  +8
  +6
  +2
  ●
  ●
  ●
  ●
  ●
  ●
  +0
  66
  +2
  +0
  +4
  *thrown dagger range (20/60)
  14
  Armor.
  Light Armor, Medium Armor, Shields
  Weapons.
  Simple Weapons
  Languages.
  Common, Elvish, Gith, Gnomish
  25
  mace, scale mail, dagger,
  sentinel shield (see
  reverse), holy symbol,
  common clothes, belt pouch
  backpack- bedroll, mess kit,
  tinderbox, 10 days rations,
  waterskin, 50 ft. hempen
  rope, prayer book, 5 sticks
  of incense, vestments, 2
  potions of healing
  Ritual Casting.
  You can cast a cleric spell as a ritual if that spell has
  the ritual tag and you have the spell prepared.
  Channel Divinity (2/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.
  Destroy Undead.
  When an undead fails its saving throw against your
  Turn Undead feature, the creature is instantly
  destroyed if its CR 1 or lower.
  CD: Read Thoughts.
  As an action, choose one creature that you can see
  within 60 feet of you. That creature must make a
  Wisdom saving throw. If the creature succeeds on
  the saving throw, you can’t use this feature on it
  again until you finish a long rest.
  If the creature fails its save, you can read its
  surface thoughts (those foremost in its mind,
  reflecting its current emotions and what it is actively
  thinking about) when it is within 60 feet of you. This
  effect lasts for 1 minute.
  During that time, you can use your action to end
  this effect and cast the suggestion spell on the
  creature without expending a spell slot. The target
  automatically fails its saving throw against the spell.
  Blessings of Knowledge.
  You gain proficiency in Arcana and Nature and your
  proficiency bonus is doubled for any ability check
  you make that uses either of those skills. (Already
  figured in)
  Potent Spellcasting.
  Add your Wisdom modifier to the damage you deal
  with any cleric cantrip.
  
  CHARACTER NAME
  EYES
  AGE
  WEIGHT
  HEIGHT
  HAIR
  SKIN
  NAME
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  SYMBOL
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Quadere Lendou
  45
  6 ft.
  160 lbs.
  Yellow
  Sallow
  Gray
  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.
  Mental Discipline.
  You have advantage on saving throws against the charmed and frightened
  conditions. Under the tutelage of monastic masters, githzerai learn to govern
  their own minds.
  Githzerai Psionics.
  You know the mage hand cantrip, and the hand is invisible when you cast the
  cantrip with this trait.
  When you reach 3rd level, you can cast the shield spell once with this trait,
  and you regain the ability to do so when you finish a long rest.
  When you reach 5th level, you can cast the detect thoughts spell once with
  this trait, and you regain the ability to do so when you finish
  a long rest.
  Wisdom is your spellcasting ability for these spells. When you cast them with
  this trait, they don’t require components.
  sentinel shield
  While holding this shield, you have advantage on initiative rolls
  and Wisdom (Perception) checks. The shield is emblazoned with
  a symbol of an eye.
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  SPELLCASTING
  CLASS
  SPELLS KNOWN
  SPELL NAME
  P
  R
  E
  P
  A
  R
  E
  D
  SPELL
  LEVEL
  SLOTS EXPENDED
  SLOTS TOTAL
  1
  0
  2
  3
  6
  7
  8
  9
  4
  5
  SPELLCASTING
  ABILITY
  SPELL SAVE DC
  SPELL ATTACK
  BONUS
  CANTRIPS
  Cleric
  Wisdom
  16
  +8
  4
  Guidance
  Command
  Light
  Sacred Flame
  Spare the Dying
  Identify
  Bless
  Cure Wounds
  Guiding Bolt
  Healing Word
  3
  Suggestion
  Lesser Restoration
  Prayer of Healing
  Spiritual Weapon
  Augury
  3
  Speak with Dead
  Nondetection
  Beacon of Hope
  Mass Healing Word
  Spirit Guardians
  3
  Confusion
  Arcane Eye
  Freedom of Movement
  Stone Shape
  1
  Scrying
  Legend Lore
  Mass Cure Wounds
  
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  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
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  PROFICIENCY BONUS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  SAVING THROWS
  INSPIRATION
  SKILLS
  Fighter 9
  Soldier
  Kandalou Dle'tan
  Githyanki
  Lawful Neutral
  48,000
  18
  +4
  19
  +2*
  30 ft.
  I’m always polite and respectful.
  I can stare down a hell hound without
  flinching.
  +4
  +8
  10
  When people follow orders blindly, they
  embrace a kind of tyranny.
  +0
  My honor is my life.
  18
  9d10
  +4
  I have little respect for anyone who is not a
  proven warrior.
  14
  +0
  +8
  +2
  +0
  +1
  +0
  +0
  +8
  +1
  +6
  longsword
  +9
  1d8+5*
  +0
  +5
  handaxe
  +8
  javelin
  +8
  ●
  ●
  +2
  1d6+4*
  +6
  10
  +2
  +0
  +0
  12
  +2
  +1
  +0
  +2
  +0
  ●
  ●
  ●
  ●
  ●
  +1
  94
  1d6+4*
  +0
  +1
  +4
  *versatile 1d10+5
  *handaxe thrown range (20/60)
  *javelin thrown range (30/120)
  Extra Attack.
  You can attack twice, instead of once, whenever
  you take the Attack action on your turn.
  Improved Critical.
  Your weapon attacks score a critical hit on a roll
  of 19 or 20.
  10
  Armor.
  All Armor, Shields
  Weapons.
  Simple Weapons, Martial Weapons
  Tools.
  Gaming Set (Dragonchess), Vehicles
  (land)
  Languages.
  Common, Elvish, Gith
  25
  splint armor, +1 longsword,
  shield, 2 handaxes, 10
  javelins, traveler's clothes,
  insignia of rank, belt pouch
  (money)
  backpack- bedroll, mess kit,
  tinderbox, 10 torches, 10
  days rations, waterskin, 50 ft.
  hempen rope, dragonchess
  set, banner from a fallen
  enemy, flask of strong wine,
  2 potions of healing
  Fighting Style.
  When a creature you can see attacks a
  target other than you that is within 5 feet of
  you, you can use your reaction to impose
  disadvantage on the attack roll. You must
  be wielding a shield.
  Second Wind.
  On your turn, you can use a bonus action to
  regain hit points equal to 1d10 + 8. 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.
  Remarkable Athlete*.
  You can add +2 to any Strength, Dexterity,
  or Constitution check you make that doesn’t
  already use your proficiency bonus.
  In addition, when you make a running
  long jump, the distance you can cover
  increases by a number of feet equal to your
  Strength modifier.
  Indomitable.
  You can reroll a saving throw that you fail. If
  you do so, you must use the new roll, and
  you can’t use this feature again until you
  finish a long rest.
  
  CHARACTER NAME
  EYES
  AGE
  WEIGHT
  HEIGHT
  HAIR
  SKIN
  NAME
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  SYMBOL
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Kandalou Dle'tan
  45
  6 ft.
  170 lbs.
  Yellow
  Sallow
  White
  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.
  Decadent Mastery.
  You learn one language of your choice, and you are proficient with one skill or tool of
  your choice. In the timeless city of Tu’narath, githyanki have bountiful time to master odd bits of
  knowledge (already figured in).
  Martial Prodigy.
  You are proficient with light and medium armor and with shortswords, longswords, and
  greatswords (already figured in).
  Githyanki Psionics.
  You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this
  trait.
  When you reach 3rd level, you can cast the jump spell once with this trait, and you regain the
  ability to do so when you finish a long rest.
  When you reach 5th level, you can cast the misty step spell once with this trait, and you
  regain the ability to do so when you finish a long rest.
  Intelligence is your spellcasting ability for these spells. When you cast them with this trait,
  they don’t require components.
  
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  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
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  PROFICIENCY BONUS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  SAVING THROWS
  INSPIRATION
  SKILLS
  Monk 9
  Noble
  Shai'ere Delatete
  Githzerai
  Lawful Neutral
  48,000
  9
  +4
  17
  +3
  45 ft.
  Despite my noble birth, I do not place myself
  above other folk. We all have the same blood.
  The common folk love me for my kindness and
  generosity.
  -1
  +3
  16
  Respect is due to me because of my position,
  but all people regardless of station deserve to be
  treated with dignity.
  +3
  My house’s alliance with another noble
  family must be sustained at all costs.
  14
  9d8
  +2
  In fact, the world does revolve around me.
  12
  +7
  +2
  +1
  +4
  +0
  +7
  +4
  -1
  +0
  +5
  unarmed
  +7
  1d6+3
  +8
  +0
  shtsword
  +7
  lt. crssbow
  +7
  ●
  ●
  +1
  1d6+3
  +1
  18
  +1
  +4
  +4
  10
  +1
  +0
  +4
  +1
  +3
  ●
  ●
  ●
  ●
  +4
  66
  1d8+3*
  +3
  +0
  +4
  *light crossbow range (80/320)
  Extra Attack.
  You can attack twice, instead of once, whenever you
  take the Attack action on your turn.
  Martial Arts.
  When you use the Attack action with an unarmed
  strike or a monk weapon on your turn, you can make
  one unarmed strike as a bonus action.
  Ki-Empowered Strikes.
  Your unarmed strikes count as magical.
  14
  Weapons.
  Simple Weapons, Shortsword
  Tools.
  Gaming Set (Dragonchess),
  Calligraphy Supplies
  Languages.
  Common, Elvish, Gith
  50
  shortsword, light crossbow,
  20 bolts, fine clothes, belt
  pouch
  backpack- bedroll, mess kit,
  tinderbox, 10 days rations,
  waterskin, scroll of
  pedigree, signet ring, 2
  potions of healing
  ring of mind shielding (see
  reverse)
  KI Points. (9/
  ); KI Save DC 16
  Flurry of Blows
  Immediately after you take the Attack action on your
  turn, you can spend 1 ki point to make two unarmed
  strikes as a bonus action.
  Patient Defense
  You can spend 1 ki point to take the Dodge action
  as a bonus action on your turn.
  Step of the Wind
  You can spend 1 ki point to take the Disengage or
  Dash action as a bonus action on your turn, and
  your jump distance is doubled for the turn.
  Stunning Strike.
  When you hit another creature with a melee weapon
  attack, you can spend 1 ki point to attempt a
  stunning strike. The target must succeed on a
  Constitution saving throw or be stunned until the
  end of your next turn.
  Open Hand Technique.
  Whenever you hit a creature with one of the attacks
  granted by your Flurry of Blows, you can impose
  one of the following effects on that target:
  • It must succeed on a Dexterity saving throw or be
  knocked prone.
  • It must make a Strength saving throw. If it fails, you
  can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next
  turn.
  Deflect Missiles.
  You can use your reaction to deflect or catch the
  missile when you are hit by a ranged weapon attack.
  When you do so, the damage you take from the
  attack is reduced by 1d10 + 12. If you reduce the
  damage to 0, you can catch the missile if it is small
  enough for you to hold in one hand and you have at
  least one hand free. If you catch a missile in this
  way, you can spend 1 ki point to make a ranged
  attack with the weapon or piece of ammunition you
  just caught, as part of the same reaction.
  
  CHARACTER NAME
  EYES
  AGE
  WEIGHT
  HEIGHT
  HAIR
  SKIN
  NAME
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  SYMBOL
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Shai'ere Delatete
  35
  5 ft. 10 in.
  150 lbs.
  Yellow
  Sallow
  White
  Position of Privelege.
  Thanks to your noble birth, people are
  inclined to think the best of you. You are
  welcome in high society, and people assume
  you have the right to be wherever you are.
  The common folk make every effort to
  accommodate you and avoid your
  displeasure, and other people of high birth
  treat you as a member of the same social
  sphere. You can secure an audience with a
  local noble if you need to.
  Mental Discipline.
  You have advantage on saving throws
  against the charmed and frightened
  conditions. Under the tutelage of monastic
  masters, githzerai learn to govern their own
  minds.
  Githzerai Psionics.
  You know the mage hand cantrip, and the
  hand is invisible when you cast the cantrip
  with this trait.
  When you reach 3rd level, you can cast the
  shield spell once with this trait, and you
  regain the ability to do so when you finish a
  long rest.
  When you reach 5th level, you can cast the
  detect thoughts spell once with this trait, and
  you regain the ability to do so when you
  finish
  a long rest.
  Wisdom is your spellcasting ability for
  these spells. When you cast them with this
  trait, they don’t require components.
  Slow Fall.
  You can use your reaction when you fall to reduce any falling damage you take by an amount
  equal to five times your monk level.
  Evasion.
  When you are subjected to an effect that allows you to make a Dexterity saving throw to take
  only half damage, you instead take no damage if you succeed on the saving throw, and only
  half damage if you fail.
  Stillness of Mind.
  You can use your action to end one effect on yourself that is causing you to be charmed or
  frightened.
  Wholeness of Body.
  As an action, you can regain hit points equal to three times your monk level. You must finish a
  long rest before you can use this feature again.
  Unarmored Movement Improvement.
  You can move along vertical surfaces and across liquids on your turn without falling during the
  move.
  ring of mind shielding (requires attunement).
  While wearing this ring, you are immune to magic that allows other creatures to read
  your thoughts, determine whether you are lying, know your alignment, or know your
  creature type. Creatures can telepathically communicate with you only if you allow it.
  You can use an action to cause the ring to become invisible until you use another
  action to make it visible, until you remove the ring, or until you die.
  If you die while wearing the ring, your soul enters it, unless it already houses a
  soul. You can remain in the ring or depart for the afterlife. As long as your soul is
  in the ring, you can telepathically communicate with any creature wearing it. A
  wearer can’t prevent this telepathic communication.
  
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  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
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  PROFICIENCY BONUS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  SAVING THROWS
  INSPIRATION
  SKILLS
  Bard 9
  Outlander
  Ven'delen Thenidin
  Githyanki
  Lawful Neutral
  48,000
  11
  +4
  17
  +5
  30 ft.
  I watch over my friends as if they were a litter of
  newborn pups.
  I have a lesson for every situation, drawn from
  observing nature.
  +0
  +0
  16
  It is each person’s responsibility to make
  the most happiness for the whole group.
  +3
  The Sha'sal Khou is the most important thing
  in my life, even when they are far from me.
  12
  9d8
  +1
  I am slow to trust members of other races,
  tribes, and societies.
  10
  +7
  +1
  +0
  +2
  +7
  +7
  +4
  +7
  +5
  +2
  longbow
  +7
  1d8+3*
  +10
  +5
  rapier
  +7
  dagger
  +7
  ●
  ●
  +0
  1d8+3
  +2
  14
  +2
  +6
  +2
  16
  +2
  +5
  +4
  +2
  +5
  ●
  ●
  ●
  ●
  ●
  ●
  +7
  57
  1d4+3*
  +5
  +3
  +10
  *longbow range (150/600)
  *thrown dagger range (20/60)
  Extra Attack.
  You can attack twice, instead of once,
  whenever you take the Attack action on
  your turn.
  16
  Armor.
  Light Armor, Medium Armor, Shields
  Weapons.
  Simple Weapons, Martial Weapons
  Tools.
  Musical instruments (Drum, Flute, Lute,
  Cittern)
  Languages.
  Common, Elvish, Gith, Deep Speech
  25
  rapier, dagger, longbow, 20
  arrows & quiver, studded leather
  armor, shield, traveler's clothes,
  bear claw (trophy) on leather
  thong around neck, belt pouch,
  Mac-Fuirmidh Cittern (see
  reverse)
  backpack- bedroll, mess kit,
  tinderbox, 10 days rations,
  waterskin, scrollcase, 3 sheets
  paper, bottle of ink, ink pen,
  drum, 2 potions of healing
  Bardic Inspiration.
  You can inspire others through stirring words or music.
  To do so, 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 d8.
  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 three times. You regain any
  expended uses when you finish a short or 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 1d8 hit points.
  Expertise.
  Your proficiency bonus is doubled for any ability check
  you make that uses either Insight or Survival (already
  figured in).
  Countercharm.
  As an action, you can start a performance that lasts until
  the end of your next turn. During that time, you and any
  friendly creatures within 30 feet of you have advantage
  on saving throws against being frightened or charmed.
  A creature must be able to hear you to gain this benefit.
  The performance ends early if you are incapacitated or
  silenced or if you voluntarily end it (no action required).
  Combat Inspiration.
  A creature that has a Bardic Inspiration die from you
  can roll that die and add the number rolled to a weapon
  damage roll it just made. Alternatively, when an attack
  roll is made against the creature, it can use its reaction
  to roll the Bardic Inspiration die and add the number
  rolled to its AC against that attack, after seeing the roll
  but before knowing whether it hits or misses.
  
  CHARACTER NAME
  EYES
  AGE
  WEIGHT
  HEIGHT
  HAIR
  SKIN
  NAME
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  SYMBOL
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Ven'delen Thenidin
  50
  6 ft. 2 in.
  180 lbs.
  Yellow
  Sallow
  Silver
  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.
  Decadent Mastery.
  You learn one language of your choice, and you are proficient with one skill or tool of
  your choice. In the timeless city of Tu’narath, githyanki have bountiful time to master odd bits of
  knowledge (already figured in).
  Martial Prodigy.
  You are proficient with light and medium armor and with shortswords, longswords, and
  greatswords (already figured in).
  Githyanki Psionics.
  You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this
  trait.
  When you reach 3rd level, you can cast the jump spell once with this trait, and you regain the
  ability to do so when you finish a long rest.
  When you reach 5th level, you can cast the misty step spell once with this trait, and you
  regain the ability to do so when you finish a long rest.
  Intelligence is your spellcasting ability for these spells. When you cast them with this trait,
  they don’t require components.
  Mac-Fuirmidh Cittern
  You can use an action to play the instrument and cast one of its spells. Once the
  instrument has been used to cast a spell, it can’t be used to cast that spell again until the
  next dawn. The spells use your spellcasting ability and spell save DC.
  When you use the instrument to cast a spell that causes targets to become charmed on
  a failed save, the targets have disadvantage on the saving throw. This effect applies
  whether you are using the instrument as the source of the spell or as a spellcasting focus.
  Spells- fly, invisibility, levitate, protection from evil and good, barkskin, cure wounds, fog
  cloud
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  SPELLCASTING
  CLASS
  SPELLS KNOWN
  SPELL NAME
  P
  R
  E
  P
  A
  R
  E
  D
  SPELL
  LEVEL
  SLOTS EXPENDED
  SLOTS TOTAL
  1
  0
  2
  3
  6
  7
  8
  9
  4
  5
  SPELLCASTING
  ABILITY
  SPELL SAVE DC
  SPELL ATTACK
  BONUS
  CANTRIPS
  Bard
  Charisma
  15
  +7
  4
  Light
  Dissonant Whispers
  Mending
  Message
  Faerie Fire
  Feather Fall
  Longstrider
  Sleep
  3
  Shatter
  Detect Thoughts
  3
  Sending
  Clairvoyance
  3
  Dimension Door
  Compulsion
  1
  Hold Monster
  
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  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
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  PROFICIENCY BONUS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  SAVING THROWS
  INSPIRATION
  SKILLS
  Rogue 9
  Folk Hero
  Vishnu Re'Var
  Githzerai
  Lawful Neutral
  48,000
  10
  +4
  16
  +4
  30 ft.
  I judge people by their actions, not their words.
  If someone is in trouble, I’m always ready to
  lend help.
  +0
  +0
  18
  Tyrants must not be allowed to oppress the
  people.
  +4
  I protect those who cannot protect
  themselves.
  14
  9d8
  +2
  I’m convinced of the significance of my
  destiny, and blind to my shortcomings and
  the risk of failure.
  14
  +8
  +2
  +6
  +2
  +0
  +8
  +6
  +0
  +0
  +2
  rapier
  +8
  1d8+4
  +2
  +0
  shortbow
  +9
  dagger
  +8
  ●
  ●
  +2
  1d6+5
  +10
  14
  +2
  +2
  +2
  10
  +2
  +0
  +2
  +2
  +12
  ●
  ●
  ●
  ●
  ●
  ●
  +0
  66
  1d4+4*
  +12
  +0
  +6
  *thrown dagger range (20/60)
  12
  Armor.
  Light Armor
  Weapons.
  Simple Weapons, Hand Crossbow,
  Longsword, Rapier, Shortsword
  Tools.
  Jeweler's Tools, Vehicles (Land), Thieves'
  Tools (+12)
  Languages.
  Common, Gith, Thieves' Cant
  30
  rapier, +1 shortbow, quiver &
  20 arrows, 2 daggers,
  studded leather armor,
  common clothes, spell
  component pouch, belt pouch
  backpack- bedroll, mess kit,
  tinderbox, 10 torches, 10
  days rations, waterskin, 50 ft.
  hempen rope, jeweler's tools,
  shovel, iron pot, thieves'
  tools, 2 potions of healing
  Expertise.
  Your proficiency bonus is doubled for any ability check you
  make that uses Investigation, Sleight of Hand, Stealth, or
  Thieves' Tools. (Already figured in)
  Sneak Attack.
  Once per turn, you can deal an extra 5d6 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.
  Evasion.
  When you are subjected to an effect that allows you to make
  a Dexterity saving throw to take only half damage, you
  instead take no damage if you succeed on the saving throw,
  and only half damage if you fail.
  Mage Hand Legerdemain.
  When you cast mage hand, you can make the spectral hand
  invisible, and you can perform the following additional tasks
  with it:
  • You can stow one object the hand is holding in a container
  worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by
  another creature.
  • You can use thieves’ tools to pick locks and disarm traps at
  range.
  You can perform one of these tasks without being noticed by
  a creature if you succeed on a Dexterity (Sleight of Hand)
  check contested by the creature’s Wisdom (Perception)
  check. In addition, you can use the bonus action granted by
  your Cunning Action to control the hand.
  Magical Ambush.
  If you are hidden from a creature when you cast a spell on it,
  the creature has disadvantage on any saving throw it makes
  against the spell this turn.
  
  CHARACTER NAME
  EYES
  AGE
  WEIGHT
  HEIGHT
  HAIR
  SKIN
  NAME
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  SYMBOL
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Vishnu Re'Var
  40
  5 ft. 8 in.
  140 lbs.
  Yellow
  Sallow
  Bald
  Rustic Hospitality.
  Since you come from the ranks of
  the common folk, you fit in among
  them with ease. You can find a
  place to hide, rest, or recuperate
  among other commoners, unless
  you have shown yourself to be a
  danger to them. They will shield
  you from the law or anyone else
  searching for you, though they will
  not risk their lives for you.
  Mental Discipline.
  You have advantage on saving throws against the charmed and frightened
  conditions. Under the tutelage of monastic masters, githzerai learn to govern
  their own minds.
  Githzerai Psionics.
  You know the mage hand cantrip, and the hand is invisible when you cast the
  cantrip with this trait.
  When you reach 3rd level, you can cast the shield spell once with this trait,
  and you regain the ability to do so when you finish a long rest.
  When you reach 5th level, you can cast the detect thoughts spell once with
  this trait, and you regain the ability to do so when you finish
  a long rest.
  Wisdom is your spellcasting ability for these spells. When you cast them with
  this trait, they don’t require components.
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  SPELLCASTING
  CLASS
  SPELLS KNOWN
  SPELL NAME
  P
  R
  E
  P
  A
  R
  E
  D
  SPELL
  LEVEL
  SLOTS EXPENDED
  SLOTS TOTAL
  1
  0
  2
  3
  6
  7
  8
  9
  4
  5
  SPELLCASTING
  ABILITY
  SPELL SAVE DC
  SPELL ATTACK
  BONUS
  CANTRIPS
  Arcane Trickster
  Intelligence
  14
  +6
  4
  Mage Hand
  Color Spray
  Message
  True Strike
  Shield
  Sleep
  Tasha's Hideous Laughter
  2
  Spider Climb
  Blur
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/DDIA-Mord.pdf