TEXT: A Guildmasters’ Guide to Ravnica™ Adventure
  KRENKO’S WAY
  An Introductory Adventure for 1st-Level Characters
  The notorious goblin crime boss Krenko has escaped confinement in the Udzec prison under sus-
  picious circumstances. Now he plots to reestablish control over his criminal enterprise, raising the 
  specter of a goblin gang war that could jeopardize the tenuous peace among the guilds.  
  You must find Krenko and secure him before all-out war ensues! 
  SVETLIN VELINOV
  
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  Guildless Villains
  Not every villain in a Ravnica campaign is a member of a 
  guild, and not every scheme originates in the guildhalls. 
  As you build your own adventures in Ravnica, you can use 
  the suggestions in the Dungeon Master’s Guide for creating 
  villains to craft a guildless villain, one who prefers the 
  independence of operating outside the guild structure or 
  even seeks to undermine that structure entirely. More of-
  ten than not, though, the guilds turn out to be involved in 
  the schemes of even minor villains.
  but not without attracting the attention of the guilds. A 
  cunning opportunist, Krenko has spent years consoli-
  dating goblin street rabble into his fiercely loyal gang. 
  He cultivated connections among the ruthless and 
  powerful, specializing in high-value theft and mayhem. 
  At the apex of his influence, he got into a nasty turf war 
  with the Shattergang Brothers, a rival goblin gang that 
  often deals in illicit arms. Rumors swirled that Krenko 
  killed Dargig, the youngest of the three brothers, after a 
  weapons drop went bad.
   The remaining two brothers, Rikkig and Gardagig, 
  attempted to kill Krenko in retaliation for the death of 
  their kin. Before they could do the deed, Krenko was 
  apprehended by the Boros Legion and thrown into 
  Sawtooth Prison—near the legion’s headquarters of 
  Sunhome—to spend the rest of his life behind bars. 
  But someone as well connected as Krenko has ways of 
  shortening his own sentence.
   Inciting a riot in prison secured him a transfer to 
  Udzec, a maximum-security facility in Precinct Two of 
  the Tenth District, administered by the Azorius Senate. 
  During the transfer, agents of a former associate of 
  Krenko’s created a distraction, and he was able to slip 
  away to rendezvous with his gang. He now plots his 
  next move as he reestablishes power over his criminal 
  enterprise.
  “Krenko’s Way” is a short adventure for a party of four 
  to six 1st-level adventurers, who might advance to 2nd 
  level by the adventure’s conclusion. It is set in the Tenth 
  District of Ravnica and serves as an introductory ad-
  venture to the setting. A balance of character classes 
  is helpful, since the adventurers will face a variety of 
  challenges. Adventurers can be affiliated with any of 
  the guilds.
  Story Overview
  Krenko is the boss of a notorious goblin mob, and he 
  has made his fortune and built his reputation by mostly 
  staying out of the guilds’ way. He has managed to cause 
  no end of trouble for the citizens of the Tenth District, 
  Krenko’s Way
  KARL KOPINSKI,
  
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  choose one (preferably a guild that isn’t represented by 
  an adventurer in the party). The patron affects the story 
  of Krenko’s escape in a specific way (as indicated fol-
  lowing the table) and, if you so choose, might influence 
  future adventures.
  Krenko’s Patron
  d6
  Guild
  1
  Dimir. An impenetrable fog appeared, confusing the 
  escort and obscuring their view. Krenko slipped his 
  restraints and scurried off in the mist.
  2
  Golgari. A swarm of centipedes burst out of a nearby 
  sewer and overwhelmed the guards, knocking them 
  unconscious with venomous bites. When the guards 
  were revived, Krenko was gone.
  3
  Gruul. A Gruul warband screamed through the 
  streets, smashing anything that got in the way. The 
  guards clashed with the Gruul; during the fight, one 
  of them broke Krenko’s bonds and the goblin fled the 
  scene.
  4
  Izzet. A pair of armored mages descended from the 
  sky on hovering discs. They aimed devices attached 
  to their arms at the guards and blasted them back 
  with a concussive wave. While the guards were recov-
  ering, the mages magically dissolved Krenko’s bonds 
  and he escaped.
  5
  Rakdos. A troupe of performers crossed paths with 
  the guards, who became transfixed by a fiery acro-
  batic street display. When the performance was over, 
  Krenko had gone missing.
  6
  Simic. A skyswimmer intercepted and attacked 
  Krenko’s escort. It unleashed a powerful discharge 
  of lightning, which knocked out all the guards. When 
  they woke up, Krenko had disappeared.
   Krenko’s escape is no small matter. The Chamber of 
  the Guildpact gets involved, alarmed at the possibility of 
  another goblin gang war that could threaten the tenuous 
  peace between the guilds. During the adventure, the 
  Shattergang Brothers catch wind of Krenko’s freedom, 
  and are desperate to make him pay.
  Running the Adventure
  This adventure requires the fifth edition D&D rulebooks 
  (Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual). You should read the entire adventure 
  before attempting to run it. If you’d prefer to play, you 
  shouldn’t read any farther.
  Text that appears in a box like this is meant to be read 
  aloud or paraphrased for the players when their charac-
  ters first arrive at a location or under a specific circum-
  stance, as described in the text. 
   The Monster Manual contains statistics for many of 
  the creatures found in this adventure. When a creature’s 
  name appears in bold type, that’s a visual cue pointing 
  you to the creature’s stat block in the Monster Manual. 
  If the stat block appears elsewhere, the adventure’s text 
  tells you so.
  Adventure Summary
  The adventure begins at Sawtooth Prison as the party 
  is summoned by Nassius Ven, an official from the 
  Chamber of the Guildpact. He explains that Krenko has 
  escaped during a prison transfer, and it’s urgent that the 
  characters locate him and bring him back to justice as 
  soon as possible and with discretion.
   The characters can retrace the route of the transfer, 
  interview the guards for more information, and use 
  their contacts in the city to find out more about Krenko. 
  If they are indiscreet in their investigation, they could 
  attract the attention of the Shattergang Brothers, a 
  rival gang intent on murdering Krenko. Members of 
  that gang will trail the party throughout the city in an 
  attempt to find the goblin mob boss’s location.
   Eventually, the adventurers find Krenko’s hide-
  out: a warehouse near a canal. A final show-
  down with the goblin mob boss, his retinue, 
  and possible Shattergang interlopers ensues. 
  Then it’s merely a matter of delivering 
  Krenko back to Nassius before more trou-
  ble breaks out.
  Krenko’s Patron
  Krenko arranged a deal with a faction 
  while in prison. During his transfer, mem-
  bers of that faction struck down his escort 
  and freed him.
   At the beginning of the adventure, you can 
  roll a patron from the table below, or you can 
   KEV WALKER
  
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  • “We have need of your particular skills to assist in 
  the retrieval of a convict who got loose just before 
  sunrise this morning. He escaped during his transfer 
  to Udzec, a maximum-security prison where he would 
  have spent the rest of his days.”
  • “His name is Krenko. He’s the boss of a large gang 
  of goblins that operates around Foundry Street. He 
  was apprehended to answer for a long list of crimes, 
  including murder. He allegedly incited a riot that led to 
  the deaths of a guard and two inmates at this prison 
  a week ago. The warden decided enough was enough 
  and put through his transfer.”
  • “Krenko has made a lot of enemies, but the Shatter-
  gang Brothers are his biggest threat. They’re a rival 
  goblin gang specializing in illicit weapons, and they 
  want Krenko dead in reprisal for the murder of one of 
  their lieutenants. The dead lieutenant also happens to 
  be the youngest of the three siblings that run the gang. 
  They’ll tear apart the neighborhood to find him once 
  they know he has escaped.”
  • “Normally, we’d let the Azorius deal with this situa-
  tion, but we suspect that Krenko might have had help 
  from one of the other guilds when he escaped. We are 
  enlisting others to investigate that connection, as it 
  could point to a bigger problem.”
  • “We need you to track down Krenko and bring him 
  back alive. Then we can interrogate him and keep him 
  off the streets for good.”
  • “I am prepared to give you ten zinos right now to cover 
  any expenses you might incur during your investiga-
  tion. Upon delivery of the criminal, you’ll receive one 
  hundred zinos and my gratitude, which I will convey 
  to your guild leaders. Under no circumstances should 
  you attempt to question Krenko yourselves.”
  Starting the Adventure
  Once the players are ready to begin, read or paraphrase 
  the following introductory text:
  Life in the Tenth District is never dull. A hub of constant 
  activity, it always offers a new opportunity, a new chal-
  lenge, a new intrigue. It is a place where a promising 
  adventurer like you can find your path to glory, riches, 
  or power through your allegiance to your guild. But first 
  you’ll need a job that will help you prove your worth. 
   Today is your lucky day. This afternoon, you received a 
  brief note from one of your contacts: “I heard today from 
  someone who is looking for help finding something. 
  Seems serious. Might be a good opportunity for you. 
  Meet outside Sawtooth Prison at dusk.” 
   At the appointed time, you find yourself gathered with 
  other like-minded individuals outside the front door to 
  the functional and unremarkable Sawtooth Prison. 
   Have the players introduce their characters to each 
  other, if they aren’t acquainted already. This might also 
  be a time for the characters to identify or discover per-
  sonal connections that might link them, such as com-
  mon acquaintances or contacts, a shared background, 
  or living in the same neighborhood. Once the characters 
  have had a chance to get to know one another, read:
  Light rain begins to patter on the cobblestones as the 
  sun sets behind the spires and towers of the city. You see 
  a male vedalken in well-tailored clothes approach your 
  group from around the side of the prison. His deep blue 
  face bears a gentle but concerned expression. He raises 
  his hand to hail you and speaks in a low tone as his eyes 
  take in your group and the nearby environs. “Are you here 
  to help us find something?” 
   This is Nassius Ven, a vedalken noble and a proctor 
  from the office of the Guildpact. While the Azorius 
  and Boros help maintain the law and keep the peace, 
  the office of the Guildpact tries to helps quell disputes 
  between the guilds while the Living Guildpact is away. 
  Nassius is here to hire the characters to track down 
  Krenko because he suspects the involvement of one 
  or more guilds in the goblin boss’s escape but doesn’t 
  know who is involved.
  Roleplaying Nassius Ven
  After receiving affirmative answers from the party, 
  Nassius hands the characters a dossier from Sawtooth 
  Prison with an image of a smug, tough-looking male 
  goblin on it. Nassius offers up the following information, 
  which can be conveyed through conversation with him:
  RICHARD WRIGHT
  
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  The Dossier
  The adventurers can find the following information in 
  the Sawtooth Prison dossier:
  • Krenko has been a goblin mob boss for several years. 
  His turf was around Foundry Street. He has been a 
  person of interest in numerous crimes befitting a mob-
  ster but managed to evade the law—until recently.
  • Krenko was brought into custody by Gideon Jura, a 
  freelancer working with the Boros Legion at the time. 
  Krenko was found guilty of murdering Dargig, one of 
  the Shattergang Brothers, and of assault with a deadly 
  weapon against Gideon Jura.
  • The weapon on his person at the time of arrest was a 
  magic shiv (a prison knife). Reportedly, it could punch 
  through force barriers. It isn’t known how Krenko ob-
  tained the weapon.
  • Krenko’s notable associates include the mysterious 
  Mr. Taz (no other information provided) and a rene-
  gade Izzet weapons inventor named Falish (female 
  human, seen around Tin Street). Both are also per-
  sons of interest to the Azorius.
  Hitting the Streets
  The characters can take several approaches to investi-
  gating Krenko’s whereabouts: meeting with contacts, 
  sussing out rumors, or visiting important locations.
  Meet with Contacts
  If a character has an appropriate contact to press for 
  information, they can reach out to that contact for as-
  sistance. It takes 1 hour to arrange a meeting with the 
  contact and 1d6 hours for the contact to find one previ-
  ously unknown piece of information, unless that contact 
  would have the information on hand.
  Gather Rumors
  Characters can go to public gathering places to attempt 
  to obtain information. After 1d6 hours, a character 
  sifting through rumors makes a DC 15 Charisma (Per-
  suasion) check. On a success, they find out one previ-
  ously unknown piece of information from among those 
  given below:
  • Krenko’s absence has hurt his gang’s reputation. 
  Other gangs have been encroaching on his territory, 
  and it’s only a matter of time before there’s another 
  power struggle played out in the streets.
  • Tin Street is a bustling center of trade and the terri-
  tory of the Shattergang Brothers. They have become 
  emboldened since Krenko was put away and are 
  readying for war to take out his gang once and for all.
  • Foundry Street is where you’ll find manufacturing fa-
  cilities for the Tenth District, and it’s Krenko’s gang’s 
  turf. His enforcers are still squabbling over who 
  should lead. For now, they all have an uneasy truce 
  with each other.
  • Some goblins were pulling up a sewer grate at a very 
  early hour west of the plaza. They didn’t look like 
  maintenance workers and threatened anyone that 
  came too close. The approximate location of this inci-
  dent is obtained.
   If he is asked, Nassius provides the guards’ account of 
  the circumstances of his escape (see “Krenko’s Patron”). 
  The guards have already been thoroughly questioned, 
  and Krenko’s trail has gone cold. Nassius is eager to get 
  the characters started as soon as possible to prevent the 
  Shattergang Brothers from learning of Krenko’s escape.
   Nassius asks the party to bring Krenko to an old 
  Selesnya granary that was damaged in a Gruul raid 
  at the edge of the district. There, he’ll take Krenko 
  into custody.
   Nassius is evasive about any questions regarding why 
  Krenko shouldn’t be interrogated or why the characters 
  should bring him to the granary. His eyes dart back and 
  forth when confronted with these sorts of questions. A 
  character who succeeds on a DC 15 Wisdom (Insight) 
  check knows that Nassius isn’t being completely forth-
  right. Even if pressed, Nassius doesn’t offer up any other 
  information beyond the mission objectives.
  The Search for Krenko
  Once Nassius has departed, the characters can get to 
  work. They can conduct their investigation however they 
  choose, but time is of the essence since eventually word 
  on the street gets back to the Shattergang Brothers and 
  they start another turf war to flush Krenko out.
  Timeline of Events
  Here’s a timeline of what has happened since Krenko 
  escaped and what happens in the future, absent inter-
  ference. As soon as the adventurers get involved, events 
  might change drastically, but the following timeline can 
  still help you determine how the various NPCs involved 
  in the story will react to the player characters’ actions.
  Early Morning, Day 1: Krenko escapes.
  Late Morning, Day 1: Krenko meets with his gang and 
  prepares a disguise for himself.
  Noon, Day 1: Krenko and his gang secure an abandoned 
  warehouse as a temporary hideout for the mob boss.
  Sunset, Day 1: The adventurers receive the mission.
  Late Evening, Day 1: Krenko places a weapons order 
  with Falish, a human arms dealer.
  Noon, Day 2: Additional enforcers from Krenko’s gang 
  arrive at Krenko’s hideout.
  Sunset, Day 2: The Shattergang Brothers hear about 
  Krenko’s escape and mobilize to find him. Falish 
  leaves a cache of weapons at a drop point on Foundry 
  Street, and a goblin carries the weapons back to 
  Krenko’s hideout.
  Late Evening, Day 2: Explosions rock Foundry Street 
  as the Shattergang Brothers start violently coerc-
  ing citizens who are known to have dealings with 
  Krenko. The Lyev Column (Azorius law enforcement) 
  is dispatched to Foundry Street to investigate the 
  disturbance.
  Predawn, Day 3: The Shattergang Brothers find out 
  Krenko’s location, and a great explosion goes off 
  there, leveling the building and killing many goblins 
  (Krenko survives).
  Noon, Day 3: The Foundry Street vicinity is subject to 
  terrible goblin gang violence. The Boros Legion is 
  called in to pacify the area.
  
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  Sewer Encounters
  d20
  Encounter
  1–4
  1d4 cultists of Rakdos
  5–9
  2d4 giant rats
  10–11
  1 gray ooze
  12–14
  1 kraul warrior (see the appendix for the stat block)
  15–18
  1 swarm of insects (centipedes)
  19–20
  1d4 zombies covered in fungus
   The tracks end at another maintenance shaft in the 
  ceiling of the tunnel. A cord dangles down from the 
  shaft; pulling on it releases a folding ladder that can 
  easily be climbed. The shaft terminates in a grate, 
  which can be pushed aside with a successful DC 15 
  Strength check.
   The characters emerge in an alley beside an old ware-
  house on a canal dock near Foundry Street, in Precinct 
  Six of the Tenth District. The tracks continue up to the 
  warehouse.
  Tin Street
  This bustling market area is busy with the flow of mer-
  chants, entertainers, shoppers, and revelers. During 
  daytime hours, Tin Street is a prime destination for 
  shopping and dining. At night, theaters and taverns 
  come alive.
  Tin Street is one of the two avenues that traverse the 
  entire Tenth District. Where it passes through Precinct 
  Six, the Shattergang Brothers have claimed much of it 
  as their turf. They keep a keen eye out for Azorius ar-
  resters, rival gang members, and anyone who asks too 
  many questions.
   Tin Street is also the home of Falish, a renegade Izzet 
  arms dealer who, for the right price, supplies criminals 
  with weapons and explosives.
  Shattergang Eavesdropping
  If a check to gather rumors fails by 5 or more, or the 
  characters are otherwise indiscreet while investigat-
  ing around Tin Street, word gets to the Shattergang 
  Brothers that someone has been asking about Krenko. 
  They send an unremarkably dressed, beady-eyed goblin 
  named Erko to tail the characters (about 60 feet) and 
  sneak up to eavesdrop on conversations. If a character’s 
  passive Wisdom (Perception) score equals or exceeds 
  the goblin’s Dexterity (Stealth) check, that character no-
  tices that they’re being followed or observed.
   If Erko notices the party has seen him, he tries to run 
  away, back to one of his gang’s hideouts. As he makes 
  his way down the busy market of Tin Street, you can 
  conduct this scene as a chase, using the chase rules and 
  the Urban Chase Complications table in chapter 8 of the 
  Dungeon Master’s Guide.
   In addition to his weapons, Erko carries a flask of 
  alchemist’s fire, which he hurls at the first creature that 
  threatens him. See chapter 5 of the Player’s Handbook 
  for rules on using alchemist’s fire.
   Three locations important to the adventure are men-
  tioned in the information above: the sewers, Foundry 
  Street, and Tin Street. Each site is described in detail 
  below. The travel time (on foot) between any two of 
  these locations is 30 minutes to 1 hour.
  The Sewers at Plaza West
  Characters heading west of the plaza on a tip they re-
  ceived earlier might look for a sewer grate that is out of 
  place. It takes 1 hour and a successful DC 10 Wisdom 
  (Perception) check to find a grate with scrapes from a 
  crowbar on it. Alternatively, the characters can interview 
  residents in the area, in which case it takes half an hour 
  and a successful DC 10 Charisma (Persuasion) check to 
  find the location of the grate.
   The grate can be pulled up with a successful DC 15 
  Strength check. Once the grate is opened, read:
  A circular maintenance shaft plunges down into the 
  darkness. An iron ladder is bolted to one side of the 
  shaft. The pungent smell of the sewers wafts up to your 
  nose. A faint light is visible at the bottom, illuminating 
  refuse-filled water.
   There is no light source in the shaft, which continues 
  down 50 feet until it ends in a folding ladder with a dan-
  gling cord. When unfolded, the ladder reaches another 
  20 feet to the sewer tunnel floor. When the characters 
  descend to the floor, read:
  You stand shin-deep in sewer water, in a dimly lit tunnel. 
  There’s a raised walkway on either side that gets you out 
  of the smelly, muck-filled water. Small lamps housing 
  magical flames shed dim light. The walls are covered in 
  moss and lichen.
   The tunnel is dimly lit by small continual flame bea-
  cons positioned every 30 feet or so on alternating sides 
  of the 20-foot-high tunnel. The sewer tunnel is 30 feet 
  wide and continues in both directions. The tunnel has 
  a raised walkway 5 feet wide and 5 feet tall along both 
  sides. The main passage is flowing with 1-foot-deep wa-
  ter and smelly refuse.
   Krenko and three other goblins came this way, head-
  ing to his new hideout. The characters can spot signs of 
  grimy boot prints made by Small creatures on one of the 
  walkways by succeeding on a DC 10 Wisdom (Percep-
  tion) check. After finding the prints, they can continue to 
  track them through the sewer tunnels by succeeding on 
  a DC 15 Wisdom (Survival) check. For every day since 
  the goblins came through here, add 5 to the DC of the 
  check. It takes 2 hours to navigate the twisting tunnels 
  at normal walking speed. The tunnels are near Golgari 
  territory, but above the undercity.
   For each hour the party spends in the sewers, roll a 
  d20. On a 15 or higher, the party has an encounter de-
  termined by rolling on the Sewer Encounters table.
  
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   This copper door is locked and requires a successful 
  DC 15 Dexterity check with thieves’ tools to open. It can 
  also be forced open with a successful DC 20 Strength 
  check. The door is trapped with a glyph of warding spell 
  that triggers when a character attempts to pick the lock 
  or force open the door. The triggered glyph casts sleep 
  at 3rd level, affecting 9d8 hit points of creatures. A 
  character who searches the door for traps can detect the 
  glyph with a successful DC 15 Intelligence (Investiga-
  tion) check.
   When the characters enter the room, read:
  The flickering glow of lanterns reveals a haphazard room 
  that is thirty feet long and twenty feet wide, packed with 
  equipment, tools, and materials. Hanging from the wall 
  are all manner of weapons. Boxes and small crates are 
  stuffed under tables that overflow with flasks. A work-
  bench is piled high with tools. There’s a small living area 
  with a bed and a large iron stove in the back of the room.
   This room serves as a laboratory, showroom, and liv-
  ing quarters for Falish, a human scorchbringer guard 
  (see the appendix for the stat block). She deals in al-
  chemically treated weapons and explosives. A renegade 
  who was expelled from the Izzet League, Falish main-
  tains contacts within the guild, who provide her with the 
   If a character interrogates Erko and succeeds on 
  a DC 10 Charisma (Intimidation) check, the goblin 
  reveals that he works for the Shattergang Brothers, 
  and they have an interest in knowing what goes on in 
  their turf. He doesn’t reveal their hideout under any 
  circumstances.
   If Erko tails the adventurers long enough to discover 
  Krenko’s location, the Shattergang Brothers arrive at 
  Krenko’s hideout in force 2 hours later.
  Finding Falish
  The renegade Izzet arms dealer Falish lives and works 
  on Tin Street. Characters can ask around the neighbor-
  hood to discover the location of her secret shop, but the 
  information doesn’t come easy.
   Taverns. Falish is a regular at the Millstone, a seedy 
  tavern that caters to the rough and rowdy. The tavern’s 
  owner and barkeep is Wyroon, a male minotaur with a 
  cracked horn and a surly disposition. He was drummed 
  out of the Boros Legion for insubordination a few years 
  ago. His starting attitude is indifferent, but if a character 
  succeeds on a DC 10 Charisma (Persuasion) check, he’ll 
  tell the characters that Falish comes down some nights 
  for a drink or two. Falish stops by early in the evening of 
  Day 2, without her flamethrower.
   Merchants. Very few merchants on Tin Street know 
  Falish, except for a female goblin alchemist named 
  Noggra, who runs an apothecary shop called Noggra’s 
  Remedies. Noggra often patches up injured gang mem-
  bers after their scuffles, and occasionally hides them 
  from the law. She sometimes sells Falish alchemical 
  substances to enhance her weapons. Her starting atti-
  tude toward the party is indifferent. If a character asks 
  her about Falish and succeeds on a DC 20 Charisma 
  (Intimidation or Persuasion) check, she gives up Falish’s 
  location. A character who offers Noggra 10 gp or more 
  makes this check with advantage.
   Street Talk. Characters can simply ask around the 
  neighborhood to try to find Falish. If so, use the rules for 
  gathering rumors under “Hitting the Streets.”
  Falish’s Workshop
  Once the characters determine Falish’s location and 
  travel there, read:
  Following the directions to Falish’s shop, you find your-
  self in an alley behind a restaurant. Near the back door to 
  the establishment is a smaller, padlocked iron door that 
  looks as if it came from a vault.
   The door has a padlock that requires a successful DC 
  15 Dexterity check to pick with thieves’ tools, or a suc-
  cessful DC 20 Strength check to force open. Once it is 
  open, read:
  Beyond the door, you see a narrow staircase that leads 
  twenty feet down to a green-tinged copper door, with a 
  closed sliding peephole in its center.
  NOAH BRADLEY
  
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  Foundry Street
  Foundry Street is where a lot of the manufacturing hap-
  pens in the Tenth District. Workers toil day and night to 
  make goods that Ravnicans buy in the market, and to 
  supply the Boros Legion with armor and weapons.
   Goblins are common in this part of the city, and it is 
  Krenko’s gang’s turf. Most of the gang members now 
  know that Krenko has escaped, and the bickering be-
  tween his enforcers has subsided with Krenko back on 
  the streets.
   Most of the folk who live around Foundry Street know 
  to report any Azorius presence or nosy outsiders to a 
  goblin gang member that serves as the block captain. If 
  the characters conduct their investigation here, Kren-
  ko’s gang learns about it within half an hour and sends 
  out a crew to deal with the situation.
  Welcoming Party
  Krenko’s goblin gang approaches the characters. Their 
  starting attitude is hostile, and they hurl insults and try 
  to get the characters to leave their turf. If the adventur-
  ers don’t comply, the goblins fight them. If more than 
  half the goblins are defeated, the remaining gang mem-
  bers try to escape.
   The gang that approaches the groups consists of six 
  goblin gang members (see the stat block). A character 
  who interrogates a captured goblin and succeeds on a 
  DC 20 Charisma (Intimidation) check learns Krenko’s 
  location. Alternatively, a character who offers the goblins 
  a bribe of 10 gp or more and succeeds on a DC 20 Cha-
  risma (Persuasion) check can get the same information.
  Shattergang’s Response
  Late in the evening on Day 2, the Shattergang Brothers 
  blow up three of Krenko’s safe houses along Foundry 
  Street. The explosions attract the Azorius Senate, which 
  sends twenty soldiers (see the appendix for the stat 
  block) to secure the area and question bystanders.
   Characters who are causing trouble with the locals 
  around Foundry Street during this time might be de-
  tained at the Foundry Street arrester station for ques-
  tioning. Characters are detained for 1d4 hours unless 
  one of them succeeds on a DC 20 Charisma (Persua-
  sion) check, which shortens the time to 10 minutes.
  materials she uses to upgrade weapons. She sells her 
  wares to many of the gangs in the Tenth District.
   If characters trigger the glyph trap on the door, Falish 
  grabs her gear and heads out through a secret door in 
  the back of her living quarters as quickly as possible, 
  closing the door behind her. The secret door opens into 
  a tunnel that leads down into the sewers. When closed, 
  the secret door can be found with a successful DC 15 
  Wisdom (Perception) check.
   If the characters surprise Falish or manage to sneak 
  in, she realizes she has no quick escape and is willing 
  to cooperate to a certain extent to get the characters out 
  of her home. In exchange for freedom, she reveals the 
  following information:
  • Krenko contacted her to deliver some weapons, explo-
  sives, and any magic items she had to a drop point on 
  Foundry Street, outside the Smokehouse Inn. She’s 
  supposed to make the drop at sunset on the day after 
  Krenko’s escape.
  • Krenko is planning on using the weapons to launch 
  a preemptive attack on the Shattergang Brothers to 
  reassert that he’s back in power.
  • Krenko is probably hiding somewhere near the drop 
  point. Falish knows that Krenko and his rescuers 
  were spotted entering a sewer grate west of the plaza.
   Treasure. Falish has one of each weapon in the 
  Player’s Handbook with a price of no more than 25 gp 
  hanging from the walls of her quarters. On her work ta-
  bles are three flasks of alchemist’s fire, one vial of acid, 
  alchemist’s supplies, tinker’s tools, a set of thieves’ tools, 
  and most of the components needed to assemble two 
  bombs. Under one of the tables is a small, locked strong-
  box requiring thieves’ tools and a successful DC 15 Dex-
  terity check to open. Inside the strongbox are 200 zinos 
  (gp), 3 strips of mizzium (a durable magical metal), and 
  an eversmoking bottle.
  KIRSTEN ZIRNGIBL
  
  9 | Krenko’s Way | ©2018 WIZARDS | DO NOT DISTRIBUTE
  other item it obtained elsewhere, employing it in combat 
  if an opportunity presents itself. You can roll or choose 
  from the items on the Goblin Gang Possessions table. 
  More information on these items can be found in chap-
  ter 5 of the Player’s Handbook.
  Goblin Gang Possessions
  d20
  Item
  1–10
  No additional item
  11–12
  Vial of acid
  13–14
  Flask of alchemist’s fire
  15–16
  Ball bearings
  17–18
  Caltrops
  19–20
  Vial of basic poison
  Lookouts
  A goblin (see “Krenko’s Gang” for modified statistics) is 
  posted outside each door. If a guard sees one or more 
  characters approaching the warehouse, it signals the 
  other guards by blowing a whistle around its neck. It 
  remains vigilant but doesn’t signal the others if the char-
  acters are visible on the street but don’t make their way 
  to the warehouse. The goblins don’t use a light source at 
  night, relying on their darkvision.
   Characters might take the time to observe the look-
  outs from afar. The rooftops of nearby buildings make 
  excellent vantage points. The buildings across the 
  main street are 50 feet away; those in the alleys are 20 
  feet away.
  Changing of the Guard
  Every 4 hours, new goblins from Krenko’s gang arrive 
  to relieve the lookouts. During this time, they’re usually 
  distracted as they chat among themselves for 1d10 min-
  utes. While they’re distracted, characters have advan-
  tage on any Dexterity (Stealth) checks to hide or move 
  quietly in the area.
  Day 2 Arrivals
  At noon on the second day, four more goblins arrive. 
  Two position themselves inside on the catwalk, and two 
  walk the warehouse floor.
  Day 3 Chaos
  In the small hours of the third day, the Shattergang 
  Brothers finally manage to discover Krenko’s where-
  abouts and send a team of ten goblins to toss bombs at 
  the warehouse and its occupants.
   In addition to their normal gear, these goblins each 
  carry one bomb. As an action, a goblin can light a bomb 
  and throw it at a point up to 60 feet away. Each creature 
  within 5 feet of that point must succeed on a DC 12 Dex-
  terity saving throw or take 10 (3d6) fire damage.
   Any survivors of Krenko’s gang flee the warehouse 
  and scatter into the city after this assault.
  Krenko’s Hideout
  The characters can locate Krenko’s hideout either by 
  interrogating members of his gang, following the tracks 
  from the sewer, or following a goblin back from the drop 
  point where Falish leaves Krenko’s weapons. Once they 
  have found the warehouse, read:
  A large, soot-stained wooden building with a faded 
  symbol of the Boros Legion sits at the edge of a canal, 
  its timbers cracked and singed. A closed bay door faces 
  north toward the water, and a wooden track runs from 
  the building all the way to the edge of a pier. A similar 
  bay door faces south toward the main street. On the alley 
  sides of the building are two doors—a double door on 
  the west side, and a single door on the east side.
   This old warehouse used to store equipment finished 
  from the nearby foundries for the Boros Legion’s use. It 
  was badly burned in a gang war a few years ago and has 
  since been abandoned by the Boros. Krenko’s gang has 
  used it occasionally as a secret meeting spot, and now 
  Krenko is using it as his hideout.
   The warehouse is 40 feet tall, 60 feet wide, and 120 
  feet long. It has no windows, but the outer walls are 
  brittle and fire-damaged; a number of small holes, 1 or 2 
  feet in diameter, have opened up in various places. Deal-
  ing 5 damage to a section of the wall creates an opening 
  that a Medium or smaller creature can walk through.
  Krenko’s Gang
  All members of Krenko’s gang are goblin gang mem-
  bers (see the stat block). Each goblin carries a whistle 
  (worn on a rope around its neck), which it can blow as 
  an action to sound the alarm. A goblin might carry an-
  Goblin Gang Member
  Small humanoid (goblinoid), neutral evil
  Armor Class 14 (leather armor)
  Hit Points 10 (3d6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (−1) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  8 (−1)
  Skills Stealth +5
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Nimble Escape. The goblin can take the Disengage or Hide 
  action as a bonus action on each of its turns.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  
  10 | Krenko’s Way | ©2018 WIZARDS | DO NOT DISTRIBUTE
  Treasure
  The iron strongbox under a desk contains funds Krenko 
  was gathering to pay off Falish. It is locked and can be 
  opened with the key in Krenko’s possession, or with 
  thieves’ tools and a successful DC 15 Dexterity check. 
  Inside the box are 350 zinos (gp), two gold rings inset 
  with small rubies (worth 50 gp each), and a potion of 
  giant strength (hill).
  Catwalk
  A 3-foot-wide wooden catwalk is attached to the inside 
  walls of the warehouse 20 feet above the floor. A creaky, 
  charred, narrow, wrap-around wooden staircase near 
  the center of the east wall leads up to it.
   Two goblin gang members (see the stat block) patrol 
  the catwalk at all times, rotating in a similar way to the 
  lookouts outside.
  Weakened Staircase
  One of the steps of the catwalk staircase is ready to col-
  lapse. This fragile board is located 10 feet off the ground 
  and can be spotted by anyone on the stairs who has a 
  passive Wisdom (Perception) score of 13 or higher. A 
  creature that weighs more than 100 pounds that steps 
  on the board must succeed on a DC 10 Dexterity saving 
  throw or fall 10 feet to the ground below. The gap that 
  the collapsing board creates can be easily avoided by 
  other creatures walking up the stairs.
   If one side of the catwalk takes 10 or more damage, 
  that side collapses. Creatures on the walkway when this 
  happens fall 20 feet to the warehouse floor below.
  Main Floor
  The warehouse is lit inside by lanterns placed on hooks 
  located 5 feet up on the wall every 30 feet or so, below 
  the catwalk. The goblins keep this area brightly lit, since 
  their darkvision only extends for 60 feet. When the char-
  acters enter, read:
  The glowing lantern light reveals a warehouse charred by 
  a fire. To the north and south are large, iron-reinforced 
  bay doors, operated from the ground by chains and pul-
  leys. The western wall has a square room in the center 
  that fills a twenty-foot-by-twenty-foot section of the ware-
  house floor. The room has a door and window on the 
  side facing the center of the warehouse floor. 
   A catwalk encircles the interior twenty feet above the 
  floor. Stairs lead up to it near the center of the eastern 
  wall. Dozens of large boxes and crates are scattered 
  around the warehouse, their integrity in question due 
  to fire damage. A pair of wooden rails runs through the 
  center of the room. On the rails sits a giant wooden 
  wheeled cart. Towering over the cart is a ten-foot-high, 
  soot-stained iron statue. It looks vaguely humanoid, with 
  claw-like appendages at the ends of its arms. In place of 
  its head is a cavity containing a seat with a series of le-
  vers all around it.
  Warehouse Locations
  The following locations are keyed to map 4.11, which 
  shows the interior of the warehouse.
  Office
  This room is unlit. If the characters have darkvision or a 
  light source, describe the room as follows:
  This room is twenty feet square and has a ten-foot-high 
  ceiling. It appears to be an office and makeshift living 
  quarters. A heavy wooden table stands in the center of 
  the room, ringed by six chairs. Under it is an iron box. To 
  the south is a cot covered in blankets. Beside it is a sack 
  full of clothes and the remains of several meals served 
  on fine dinnerware. A door sits in the middle of the wall 
  to the east, with a large window beside it offering a view 
  of the warehouse beyond.
   Krenko (see below) is holed up here—with two 
  goblin bosses that serve as his enforcers—planning 
  a preemptive strike on the Shattergang Brothers. In 
  addition to his weapons, Krenko carries a vial of acid, a 
  flask of alchemist’s fire, a bag of caltrops, a vial of basic 
  poison, and the key to the iron strongbox (see “Trea-
  sure” below).
  Krenko
  Small humanoid (goblinoid), neutral evil
  Armor Class 17 (chain shirt, shield)
  Hit Points 21 (6d6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (−1) 
  14 (+2)
  Skills Deception +4, Persuasion +4, Stealth +6
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Nimble Escape. Krenko can take the Disengage or Hide action 
  as a bonus action on each of his turns.
  Actions
  Multiattack. Krenko makes two attacks with his scimitar.
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage plus 2 (1d4) poi-
  son damage.
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Reactions
  Redirect Attack. When a creature Krenko can see targets him 
  with an attack, Krenko chooses another goblin within 5 feet of 
  him. The two goblins swap places, and the chosen goblin be-
  comes the target instead.
  
  11 | Krenko’s Way | TM & ©2018 WIZARDS.
  Map 4.11: Krenko’s Hideout
  DYSON LOGOS
  
  12 | Krenko’s Way | ©2018 WIZARDS | DO NOT DISTRIBUTE
   Dealing 20 damage or more to a bay door creates 
  a hole that a Medium or smaller creature can walk 
  through. A character can use an action to open a bay 
  door using its pulley system.
   Charred and cracked wooden containers are scat-
  tered around the room. Nothing of value remains in 
  any of them.
   Resting on the rails that run through the center of the 
  room is a Large cart. The north and south walls of the 
  cart can be lowered to create ramps leading up to the 
  cart’s bed.
   Near the cart is a loading rig (see the stat block) cov-
  ered in soot and currently inactive. A seat cavity built 
  into the top the rig contains a series of small plates and 
  levers. A creature in the seat can attempt a DC 10 In-
  telligence (Arcana) check to figure out how to press the 
  plates in the correct sequence to activate or deactivate 
  the rig. Pressing the plates requires an action. Once the 
  rig is activated, a creature in the seat can pilot it using 
  the levers. The rig moves as its controller directs it, and 
  the controller can use an action to direct the rig to take 
  the Dash, Disengage, or Dodge action, or the Multiat-
  tack or Slam actions as given in its stat block.
   A creature with tinker’s tools can try to repair damage 
  to the rig. After spending 1 hour making repairs, the 
  creature makes a DC 15 Intelligence (Arcana) check. If 
  the check succeeds, the rig regains 1d6 hit points.
  Loading Rig
  Large construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 39 (6d10 + 6)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  11 (+0) 
  13 (+1) 
  1 (−5) 
  3 (−4) 
  1 (−5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6
  Languages —
  Challenge 1 (200 XP)
  Antimagic Susceptibility. The rig is incapacitated while in the 
  area of an antimagic field. If targeted by dispel magic, the rig 
  must succeed on a Constitution saving throw against the cast-
  er’s spell save DC or fall unconscious for 1 minute.
  Unstable. If the rig takes damage, it must succeed on a DC 10 
  Constitution saving throw or be incapacitated with a speed of 0 
  until a creature activates it with a successful DC 10 Intelligence 
  (Arcana) check made as an action.
  Actions
  Multiattack. The armor makes two melee attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) bludgeoning damage.
  MATHIAS KOLLROS
  
  13 | Krenko’s Way | ©2018 WIZARDS | DO NOT DISTRIBUTE
  Confronting Krenko
  Krenko tries to escape if he is reduced to half his hit 
  points or fewer, ordering his goblin enforcers cover him 
  as he makes his getaway. He runs to the loading rig on 
  the warehouse floor and activates it in an effort to fight 
  his way out and flee. If he can get outside, he makes his 
  way to the dock and jumps into the canal to swim away.
   If Krenko is captured, he tries to convince the adven-
  turers that bringing him to justice isn’t in the best inter-
  est of the city. He might make any or all of the following 
  arguments in his defense:
  • Without his leadership, the goblin gangs have been 
  thrown into chaos, and the only thing keeping the 
  Shattergang Brothers from blowing things up is his 
  gang—with him leading it.
  • He is emphatic that his killing of Dargig was an act 
  of self-defense and that he was framed by the Boros 
  Legion, which he suspects is in league with the Shat-
  tergang Brothers. Characters who succeed on a DC 16 
  Wisdom (Insight) check sense he’s lying, as he subtly 
  looks past them while making his plea.
  • Krenko is willing to offer the party a deal. He’ll give 
  them everything in his office strongbox if they tell 
  Nassius they didn’t find him.
  • Krenko warns the party that Nassius isn’t all he ap-
  pears to be. Krenko suspects that Nassius is in some-
  one’s pocket but doesn’t know who that someone is.
   Krenko doesn’t offer up any information on the allies 
  that aided him in his escape, but he identifies them if 
  pressed. He also remains tight-lipped on the subject of 
  Mr. Taz, offering only the following if a character makes 
  a successful DC 20 Charisma (Persuasion) check: “Mr. 
  Taz gave me a nice shiv as a present for a job once, and 
  I’d love to get my mitts on another one someday.
  The Handoff
  When the characters reach the meeting point that Nas-
  sius specified, read the following:
  As the rain intensifies into a downpour, you head to the 
  outskirts of the Tenth District. You’re directed to the old 
  granary that Nassius picked as the rendezvous point. The 
  wet, crumbling clay building sits out in an untended field 
  and is overgrown with all manner of vegetation, almost 
  completely reclaimed by the wild. Nassius steps out of 
  the entryway into the field, holding a small purse and 
  flanked by two heavily armed guards.
   Nassius has asked for Azorius assistance but has also 
  brought two human veterans wearing no obvious guild 
  identifiers to help take Krenko into custody. Six Azorius 
  soldiers (see the appendix for the stat block) are hidden 
  in various spots between 50 and 100 feet of the front 
  of the granary, ready to subdue characters who make a 
  wrong move, or to take down Krenko if he tries to flee.
   Nassius wants the characters to complete the ex-
  change without a fuss and head home. He asks them if 
  they questioned Krenko, and to recount what the goblin 
  said to them. Krenko attempts to call out Nassius as a 
  liar and a corrupt official, but Nassius’s veterans move to 
  gag Krenko to stop him from talking.
   Nassius doesn’t answer any questions about where 
  he’s taking Krenko, nor does he address the veracity of 
  any claims of corruption. He remarks that he serves the 
  office of the Guildpact, and he’s taking Krenko in for the 
  good of the city. The Shattergang Brothers might still 
  take over the turf of Krenko’s gang, but probably without 
  a destructive gang war.
  Nassius’s Patron
  Krenko was right about one thing: Nassius Ven has 
  been using his position to keep himself wealthy and pro-
  tected. A patron approached Nassius and made a deal to 
  have Krenko delivered to them instead of to his rightful 
  place in his new cell at Udzec. Nassius was assured 
  that Krenko would eventually make his way back to the 
  prison alive, but the patron wanted to have a few words 
  with him first.
   To determine whom Nassius Ven cut a deal with, you 
  can roll to determine a patron from the table below, or 
  you can choose one. If the patron is a guild, you should 
  select a guild that isn’t represented by an adventurer in 
  the party. The patron might influence future dealings 
  with both Nassius Ven and Krenko.
  Nassius’s Patron
  d6
  Patron
  1
  Azorius Senate
  2
  Boros Legion
  3
  Mr. Taz
  4
  Orzhov Syndicate
  5
  Shattergang Brothers
  6
  Selesnya Conclave
  The End?
  The characters earn 1 renown in their guild if they de-
  liver Krenko to Nassius.
   You can build on the events of this adventure to chart 
  a course for the party’s next adventures. Consider these 
  questions:
  • Who were Krenko’s and Nassius’s allies? How might 
  they respond to the characters’ actions?
  • What’s the balance of power between Krenko’s gang 
  and the Shattergang Brothers? Is either gang likely to 
  take revenge on the characters for what they did? Or 
  did the characters earn the gratitude of either gang?
  • How might Nassius, Krenko, Falish, and other NPCs 
  interact with the adventurers in the future? Could one 
  of them ask for the characters’ help with a new crisis, 
  or turn into a dangerous antagonist?
  • Did the characters use any of their contacts to gather 
  information? Might those individuals’ involvement 
  cause them trouble that could involve the adventurers?
  
  14 | Krenko’s Way | ©2018 WIZARDS | DO NOT DISTRIBUTE
  Soldier
  Medium humanoid (any race), any alignment
  Armor Class 18 (chain mail, shield)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  11 (+0)
  Skills Perception +2, Athletics +3
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Formation Tactics. The soldier has advantage on saving throws 
  against being charmed, frightened, grappled, or restrained 
  while it is within 5 feet of at least one ally.
  Actions
  Multiattack. The soldier makes two melee attacks.
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one tar-
  get. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing 
  damage if used with two hands.
  Kraul Warrior
  Medium humanoid (kraul), neutral evil
  Armor Class 18 (natural armor)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  12 (+1) 
  13 (+1) 
  10 (+0) 
  11 (+1) 
  8 (−1)
  Senses darkvision 60 ft., passive Perception 11
  Languages Kraul, understands Common but can’t speak it
  Challenge 1/2 (100 XP)
  Hive Mind. The kraul is immune to the charmed and frightened 
  conditions while within 30 feet of at least one other kraul.
  Pack Tactics. The kraul has advantage on an attack roll against 
  a creature if at least one of the kraul’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated.
  Spider Climb. The kraul can climb difficult surfaces, includ-
  ing upside down on ceilings, without needing to make an 
  ability check.
  Actions
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 
  6 (1d8 + 2) piercing damage if used with two hands to make a 
  melee attack.
  Scorchbringer Guard
  Medium humanoid (any race), chaotic neutral
  Armor Class 16 (breastplate)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  9 (−1) 
  10 (+0)
  Senses passive Perception 9
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Explosive Tank. When the guard dies, or if it rolls a 1 when 
  checking whether its Scorchbringer action recharges, the tank 
  on its back explodes in a 10-foot radius sphere. Each creature 
  in that area must make a DC 12 Dexterity saving throw, taking 7 
  (2d6) fire damage on a failed save, or half as much damage on 
  a successful one. The explosion ignites flammable objects that 
  aren’t being worn or carried, and it destroys the scorchbringer.
  Actions
  Light Hammer. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  bludgeoning damage.
  Scorchbringer (Recharge 4–6). The guard’s scorchbringer 
  spouts a stream of flame in a line that is 30 feet long and 5 feet 
  wide. Each creature in the line must make a DC 12 Dexterity 
  saving throw, taking 7 (2d6) fire damage on a failed save, or 
  half as much damage on a successful one.
  Appendix
  KEV WALKER
  Kraul Warrior
  
  15 | Krenko’s Way | ©2018 WIZARDS | DO NOT DISTRIBUTE
  Credits
  Lead Designers: James Wyatt, Jeremy Crawford
  Adventure Writer: Chris Tulach
  Designers: Ari Levitch, Ben Petrisor, Mike Mearls, Robert J. Schwalb
  Managing Editor: Jeremy Crawford
  Editors: Christopher Perkins, Kim Mohan, Michele Carter, Phil 
  Athans, Kate Welch
  Art Direction: Shauna Narciso, Ari Levitch
  Graphic Designer: Trish Yochum, Emi Tanji
  Additional Art Direction: Jeremy Jarvis, Jeremy Cranford, Pamela 
  Ansman-Wolfe, Taylor Ingvarsson, Dawn Murin, Cynthia Sheppard, 
  Andrew Vallas, Mark Winters
  Cartography: Dyson Logos
  Interior Illustrators: Noah Bradley, Mathias Kollros, Karl Kopinski, 
  Svetlin Velinov, Kev Walker, Richard Wright, Kristen Zirngibl 
  DUNGEONS & DRAGONS, D&D, Magic: The Gathering, Magic, Wizards of the Coast, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, Guild-
  masters’ Guide to Ravnica, guild names and symbols, the planeswalker symbol, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of 
  the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
  Ravnica World Design: Doug Beyer, Sam Burley, Jeremy Cranford, 
  Kelly Digges, Brady Dommermuth, Jenna Helland, Cory H. 
  Herndon, Jeremy Jarvis, Kimberly Kreines, Chris L’etoile, Adam 
  Lee, Ari Levitch, Alison Lührs, Shawn Main, Dawn Murin, Richard 
  Whitters, Mark Winters, James Wyatt
  Producer: Matt Warren, Dan Tovar
  Imaging Technicians: Kevin Yee
  Art Administration: David Gershman
  Other D&D Team Members: Bart Carroll, Kate Irwin, Christopher 
  Lindsay, Shelly Mazzanoble, Hilary Ross, Liz Schuh, Nathan 
  Stewart, Greg Tito
  CONTINUE YOUR ADVENTURE!
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  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 1
  Azorius Functionary
  Vedalken
  8
  +2
  10*
  +0
  30
  -1
  -1
  10
  +0
  12
  1d6
  +1
  17
  +0
  +1
  +5
  +4
  +2
  +0
  +2
  -1
  +2
  +5
  Dagger
  +0
  1d4 piercing
  +4
  +4
  Ray of Frost
  +5
  ●
  ●
  +3
  1d8 cold**
  +5
  14
  +5
  +2
  +2
  14
  +3
  +2
  +2
  +3
  +0
  ●
  ●
  ●
  ●
  ●
  +2
  7
  +0
  +2
  +2
  *AC 13 with mage armor
  **Reduces speed by 10 when
  hit
  14
  Common, Veldaken
  Gaming set - dragonchess
  10
  Dagger, an arcane
  focus, a scholar's
  pack, a spellbook, an
  Azorius insignia, a
  scroll containing the
  text of a law
  important to you, a
  bottle of blue ink, a
  pen, a set of fine
  clothes, and a belt
  pouch
  Veldaken Dispassion
  (advantage on all Intelligence,
  Wisdom, and Charisma
  saving throws)
  Tireless Precision (add d4 to
  History checks and checks
  using a dragonchess gaming
  set)
  Partially Amphibious (breathe
  underwater for up to an hour,
  refreshes on long rest)
  Spellcasting (PH pg. 114)
  Arcane Recovery (PH pg.
  115)
  Legal Authority (you have the
  ability to enforce the laws of
  Ravnica, and showing your
  Azorius insignia gets you an
  audience)
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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
  13
  +5
  2
  Mage Hand
  Charm Person
  Message
  Ray of Frost
  Command
  Detect Magic
  Mage Armor
  Magic Missile
  Sleep
  
  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 1
  Boros Legionnaire
  Minotaur
  17
  +2
  16
  +2
  30
  +3
  +5
  14
  +2
  14
  1d10
  +2
  8
  +2
  +4
  -1
  +1
  +0
  +2
  +1
  +5
  +0
  -1
  Greatsword
  +5
  2d6 + 3 slashing
  +1
  +2
  Longbow
  +4
  Handaxe
  +5
  ●
  ●
  -1
  1d8 + 3 piercing
  -1
  12
  -1
  +3
  +1
  10
  -1
  +0
  +1
  -1
  +2
  ●
  ●
  ●
  ●
  ●
  +2
  12
  1d6 + 3 slashing
  +2
  +0
  +3
  Horns (attack bonus +5; Hit:
  1d6 + 3 piercing damage)
  13
  Common, Minotaur
  Gaming set - playing cards
  2
  Greatsword, a longbow,
  a quiver with 20 arrows,
  two handaxes, chain
  mail, an explorer's pack,
  a Boros insignia, a
  feather from an angel’s
  wing, a tattered piece of
  a Boros banner (a
  souvenir from a famous
  battle), a set of common
  clothes, and a belt
  pouch
  Horns (unarmed strikes deal
  1d6 + 3 piercing damage)
  Goring Rush (after using Dash
  action and moving at least 20
  feet, can make a horn attack
  as a bonus action)
  Hammering Horns (after you
  hit a creature with a melee
  attack on your turn, use a
  bonus action to push that
  creature 10 feet if it fails on a
  DC 13 Strength saving throw)
  Fighting Style - Great Weapon
  Fighting (PH pg. 72)
  Second Wind (PH pg. 72)
  Legion Station (you can
  request simple equipment, and
  gain access to Boros garrisons
  to safely rest and recover)
  
  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 1
  Dimir Operative (Orzhov Representative)
  Human
  11
  +2
  15
  +3
  30
  +0
  +0
  16
  +3
  13
  1d8
  +1
  14
  +5
  +1
  +4
  -1
  +2
  +5
  -1
  +3
  +4
  +2
  Rapier
  +5
  1d8 + 3 piercing
  -1
  +2
  Shortbow
  +5
  Dagger
  +5
  ●
  ●
  ●
  +2
  1d6 + 3 piercing
  +2
  9
  +2
  +1
  -1
  15
  +2
  +2
  -1
  +2
  +7
  ●
  ●
  ●
  ●
  ●
  ●
  +2
  9
  1d4 + 3 piercing
  +5
  +2
  -1
  11
  Common, Draconic, Elvish,
  Thieves' Cant
  Disguise kit, thieves' tools
  1
  Rapier, a shortbow, a
  quiver with 20 arrows,
  two daggers, leather
  armor, a burglar's pack,
  thieves' tools, a Dimir
  insignia, three small
  knives, a set of
  dark-colored common
  clothes an Orzhov
  insignia, a foot-long chain
  made of ten gold coins,
  vestments, a set of fine
  clothes, and a belt pouch
  Sneak Attack (PH pg. 96)
  False Identity (you are
  disguised to appear as a
  member of the Orzhov
  Syndicate most of the time,
  possess documents showing
  you are a member, have
  acquaintances among the
  Orzhov, and a role within their
  guild; at any time you can
  drop this persona and appear
  as though you are guildless)
  
  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
  Druid 1
  Golgari Agent
  Elf (Devkarin/Dark)
  10
  +2
  16
  +2
  30
  +0
  +0
  14
  +2
  13
  1d8
  +1
  14
  +2
  +1
  +4
  +4
  -1
  +2
  +4
  +0
  -1
  +2
  Rapier
  +4
  1d8 + 2 piercing
  +2
  -1
  Hand crossbow
  +4
  Poison spray (10 ft. range)
  DC 12 Con
  ●
  ●
  +2
  1d6 + 2 piercing
  +2
  15
  +2
  +4
  +2
  9
  +4
  -1
  +4
  +2
  +2
  ●
  ●
  ●
  ●
  ●
  -1
  9
  1d12 poison
  +2
  -1
  +4
  14
  Common, Druidic, Elvish,
  Kraul
  Herbalism kit, poisoner's kit
  10
  Rapier, a hand
  crossbow, a quiver
  with 20 bolts, wooden
  shield, leather armor,
  an explorer's pack,
  druidic focus, a
  Golgari insignia, a
  poisoner’s kit, a pet
  beetle or spider, a set
  of common clothes,
  and a belt pouch
  Trance (PH pg. 23)
  Superior Darkvision (PH pg.
  24)
  Sunlight Sensitivity (PH pg. 24)
  Dark Elf Magic (PH pg. 24)
  Dark Elf Weapon Training (PH
  pg. 24)
  Spellcasting (PH pg. 66)
  Undercity Paths (you know
  hidden underground pathways
  that allow you and your
  companions to travel twice as
  fast to your destination, but
  they could be unsafe)
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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
  Druid
  Wisdom
  12
  +4
  2
  Dancing Lights
  choose 3 to prepare
  Druidcraft
  Poison Spray
  
  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
  Barbarian 1
  Gruul Anarch
  Human
  16
  +2
  14
  +2
  30
  +3
  +5
  14
  +2
  15
  1d12
  +2
  9
  +2
  +4
  -1
  +0
  +1
  +2
  +2
  +5
  +1
  -1
  Greataxe
  +5
  1d12 + 3 slashing
  +0
  +3
  Spear
  +5
  Javelin
  +5
  ●
  ●
  -1
  1d6 or 1d8 + 3 piercing
  -1
  11
  -1
  +0
  +0
  13
  -1
  +1
  +0
  -1
  +2
  ●
  ●
  ●
  ●
  +1
  14
  1d6 + 3 piercing
  +2
  +1
  +2
  10
  Common, Giant, Goblin
  Herbalism kit
  10
  Greataxe, a spear,
  four javelins, an
  explorer's pack, a
  Gruul insignia, a
  hunting trap, a
  herbalism kit, the
  skull of a boar, a
  beast-hide cloak, a
  set of traveler’s
  clothes, and a belt
  pouch
  Rage (PH pg. 48)
  Rubblebelt Refuge (you are
  familiar with ruined or
  abandoned spaces in the city,
  can find shelter and rest
  there, and can provide food
  and water for yourself and up
  to five others)
  
  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
  Sorcerer 1 (Wild Magic)
  Izzet Engineer
  Goblin
  10
  +2
  13
  +3
  30
  +0
  +0
  16
  +3
  14
  1d6
  +2
  12
  +3
  +4
  +1
  -1
  +4
  +3
  -1
  +0
  +4
  +1
  Dagger
  +5
  1d4 + 3 piercing
  -1
  +2
  Light Crossbow
  +5
  Shocking Grasp
  +4
  ●
  ●
  +1
  1d6 + 3 piercing
  +3
  8
  +3
  -1
  -1
  15
  +1
  +2
  +1
  +1
  +3
  ●
  ●
  ●
  ●
  +4
  8
  1d8 lightning + no reactions
  +3
  +2
  -1
  9
  Common, Draconic, Goblin
  Tinker's tools
  5
  Light crossbow, a quiver
  with 20 bolts, two
  daggers, an arcane
  focus, a dungeoneer's
  pack, an Izzet insignia,
  one set of artisan’s tools,
  the charred and twisted
  remains of a failed
  experiment, a hammer, a
  block and tackle, a set of
  common clothes, and a
  belt pouch
  Size Small
  Darkvision (60 feet)
  Fury of the Small (when you damage a creature with a spell or
  attack and they're at least one size larger than you, you can deal
  1 extra damage; can't use this again until after a short or long
  rest)
  Nimble Escape (you can take the Disengage or Hide action as a
  bonus action on each of your turns)
  Spellcasting (PH pg. 101)
  Wild Magic Surge (PH pg. 103)
  Tides of Chaos (PH pg. 103)
  Urban Infrastructure (basic knowledge of buildings and how
  they're built, can get blueprints to structures)
  Spell: Chaos Bolt
  1st-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You hurl an undulating, warbling mass of chaotic energy at one
  creature in range. Make a ranged
  spell attack against the target. On a hit, the target takes 2d8 +
  1d6 damage. Choose one of the
  d8s. The number rolled on that die determines the attack’s
  damage type, as shown below.
  d8
  Damage Type
   1
  Acid
   2
  Cold
   3
  Fire
   4
  Force
   5
  Lightning
   6
  Poison
   7
  Psychic
   8
  Thunder
  If you roll the same number on both d8s, the chaotic energy
  leaps from the target to a different
  creature of your choice within 30 feet of it. Make a new attack roll
  against the new target, and
  make a new damage roll, which could cause the chaotic energy
  to leap again.
  A creature can be targeted only once by this casting of the spell.
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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
  Sorcerer
  Charisma
  12
  +4
  2
  Light
  Chaos Bolt (see page 1: Features & Traits)
  Mage Hand
  Mending
  Shocking Grasp
  Grease
  
  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 1 (Order Domain)
  Orzhov Representative
  Human
  11
  +2
  18
  -1
  30
  +0
  +0
  9
  -1
  13
  1d8
  +1
  14
  -1
  +1
  +2
  +5
  +4
  -1
  +3
  +0
  +2
  +4
  Mace
  +2
  1d8 bludgeoning
  +5
  +4
  Handaxe
  +2
  Sacred Flame
  DC 13 Dex
  ●
  ●
  +2
  1d6 slashing
  +2
  16
  +2
  +3
  +3
  15
  +2
  +2
  +3
  +4
  -1
  ●
  ●
  ●
  ●
  ●
  +4
  9
  1d8 radiant
  -1
  +2
  +3
  13
  Common, Celestial, Giant,
  Infernal
  Tinker's tools
  1
  Mace, a handaxe, a
  suit of chain mail, a
  shield, a priest's
  pack, a holy symbol,
  an Orzhov insignia, a
  foot-long chain made
  of ten gold coins,
  vestments, a set of
  fine clothes, and a
  belt pouch
  Spellcasting (PH pg. 58)
  Voice of Authority (when you
  cast a spell of 1st level or
  higher that targets an ally, the
  ally can use their reaction to
  make one weapon attack;
  only affects one ally per spell
  cast)
  Leverage (you have influence
  over lower ranking members
  in your guild, and can demand
  tasks from them)
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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
  13
  +5
  2
  Light
  command*
  Sacred Flame
  Thaumaturgy
  heroism*
  choose 4 additional to prepare
  *Domain spell, always prepared.
  
  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 1
  Rakdos Cultist
  Goblin
  8
  +2
  14
  +2
  30
  -1
  -1
  15
  +2
  16
  1d8
  +3
  12
  +4
  +3
  +1
  +0
  +4
  +4
  +0
  -1
  +4
  +1
  Shortsword
  +4
  1d6 + 2 piercing
  +0
  +4
  Dagger
  +4
  Vicious Mockery
  DC 12 Wis
  ●
  ●
  +1
  1d4 + 2 piercing
  +1
  10
  +1
  +0
  +0
  14
  +1
  +4
  +0
  +1
  +4
  ●
  ●
  ●
  ●
  ●
  +2
  11
  1d4 psychic*
  +2
  +2
  +0
  *Also disadvantage on next
  attack roll before the end of its
  next turn
  10
  Common, Abyssal, Goblin
  Drum, lyre, pan flute, viol
  10
  Shortsword, a dagger, a
  suit of leather armor,
  entertainer's pack, a
  Rakdos insignia, a viol
  (musical instrument), a pan
  flute (musical instrument), a
  costume, a hooded lantern
  made of wrought iron, a
  10-foot length of chain with
  sharply spiked links, a
  tinderbox, 10 torches, a set
  of common clothes, a belt
  pouch, and a bottle of
  sweet, red juice
  Size Small
  Darkvision (60 feet)
  Fury of the Small (when you
  damage a creature with a
  spell or attack and they're at
  least one size larger than you,
  you can deal 1 extra damage;
  can't use this again until after
  a short or long rest)
  Nimble Escape (you can take
  the Disengage or Hide action
  as a bonus action on each of
  your turns)
  Spellcasting (PH pg. 52)
  Bardic Inspiration (PH pg. 53)
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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
  12
  +4
  2
  Minor Illusion
  Burning Hands
  Vicious Mockery
  Dissonant Whispers
  Hellish Rebuke
  Tasha's Hideous Laughter
  
  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
  Paladin 1
  Selesnya Initiate
  Loxodon
  15
  +2
  15*
  +0
  30
  +2
  +2
  10
  +0
  16
  1d10
  +3
  8
  +0
  +3
  -1
  +4
  +3
  +0
  +2
  +4
  +1
  -1
  Maul
  +4
  2d6 + 2 bludgeoning
  +4
  +1
  Longsword
  +4
  Javelin
  +4
  ●
  ●
  -1
  1d8/1d10 + 3 slashing
  -1
  14
  -1
  +2
  +2
  12
  +1
  +1
  +2
  -1
  +0
  ●
  ●
  ●
  ●
  +3
  13
  1d6 + 2 piercing
  +0
  +1
  +2
  Unarmed strike (trunk; attack
  bonus +4, deal 3 bludgeoning
  damage)
  *AC 17 when using longsword
  and shield
  12
  Common, Elvish, Loxodon
  Healer's kit
  5
  Maul, a longsword,
  five javelins, a shield,
  an explorer's pack, a
  holy symbol, a
  Selesnya insignia, a
  healer’s kit, robes, a
  set of common
  clothes, and a belt
  pouch
  Powerful Build (count as Large size
  when determining carrying capacity
  and how much you can push, pull,
  and drag)
  Loxodon Serenity (you have
  advantage on saving throws against
  being charmed or frightened)
  Natural Armor (your base AC is 15
  without armor)
  Trunk (lift, drop, hold, push, or pull an
  object or a creature;
  open or close a door or a container;
  grapple someone;
  or make an unarmed strike; can
  reach 5 feet and lift 75 pounds)
  Keen Smell (advantage on checks
  that rely on smell)
  Divine Sense (PH pg. 84)
  Lay on Hands (PH pg. 84)
  Selesnya Conclave (you can request
  shelter and aid for you and your
  companions from your guild, as well
  as a place to rest and heal; will also
  shield you from the law)
  
  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 1
  Simic Scientist
  Simic Hybrid
  10
  +2
  14
  +3
  30
  +0
  +2
  16
  +3
  16
  1d8
  +3
  13
  +5
  +3
  +1
  +1
  -1
  +5
  +1
  +0
  -1
  +1
  Unarmed strike
  +5
  1d4 + 3 bludgeoning
  +1
  -1
  Quarterstaff
  +5
  Dart
  +5
  ●
  ●
  +1
  1d6/1d8 + 3 bludgeoning
  +1
  12
  +3
  +1
  +1
  8
  +1
  -1
  +3
  +1
  +5
  ●
  ●
  ●
  ●
  -1
  11
  1d4 +3 piercing
  +3
  -1
  +1
  11
  Common, Elvish, Primordial,
  Vedalken
  Alchemist's supplies
  10
  Quarterstaff, 10 darts, an
  explorer's pack, a Simic
  insignia, a set of commoner’s
  clothes, a book of research
  notes, an ink pen, a bottle
  of squid ink, a flask of oil
  (made from blubber), a vial
  of acid (derived from
  digestive juices), a vial of fish
  scales, a vial of seaweed, a
  vial of jellyfish stingers, a
  glass bottle of unidentified
  slime, and a belt pouch
  Darkvision (60 feet)
  Animal Enhancement: Nimble
  Climber (climb speed 30 feet)
  Unarmored Defense (PH pg.
  78)
  Martial Arts (PH pg. 78)
  Researcher (when you
  attempt to recall a magical or
  scientific fact, you know
  where and from whom you
  can obtain it if you don't know
  the information yourself)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Krenko's Way.pdf