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  First Blush 
   
   
   
  The inaugural adventure for parties of 1 player and 1 DM 
  from the writers of D&D Duet 
   
   
  Credits and Acknowledgements 
   
  Thank you so much to the Mistress of Maps, Deven Rue of rueink.com. Her artwork and fonts beautify this 
  adventure, and a portion of her Vendras Landscape serves as our region map. 
   
  Thank you to Michael Taylor of cryrid.com/digitaldnd for the Stat Blocks and generally being awesome. 
   
  Thank you, also, to the Pyromancers team and their Dungeon Painter Studio at pyromancers.com. 
   
   
   
  A four-to-six-hour adventure for one first-level 
  character and their DM 
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, 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. 
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
   
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  2 | P a g e  
  The pressures of one’s birth negotiate a difficult 
  harmony with destiny. A new path might be directly 
  ahead, but how is one to know?  
  - 
  Maurita Rousse, Talarian 
  diplomat and self-proclaimed 
  mystic  
  Introduction 
  his is a two-part adventure designed for one 
  Player and a DM. This style of play is called a 
  Duet. There are many advantages to playing a 
  Duet as opposed to running a regular 4+ player 
  game, and this module attempts to capitalize on 
  those. 
   
  An additional goal of this module is to introduce 
  Dungeons and Dragons 5th Edition to a person that 
  has no experience with the game. Pursuant to that 
  goal, the module contains an easy introduction to the 
  three pillars of play: Exploration, Combat, and Social 
  Interaction. 
   
  This module is designed to be used by the person 
  running the game (the DM). You will find some pre-
  generated characters for the player to use in the PC 
  Supplement to this adventure. Appendix A to this 
  document includes all needed stat blocks. Appendix 
  B includes maps. 
   
  This module is written without a specific campaign 
  setting in mind. It could be easily adapted to The 
  Forgotten Realms but will just as easily lend itself to 
  a homebrew setting. 
  Overview 
  The player character in this adventure has some 
  intimate connection with a noble family or could 
  even be a member of said family. It is recommended 
  that you discuss a character history with your player 
  before running this game, or you can use the options 
  provided in the supplementary materials.  
   
  Over the course of this beginning adventure, the 
  player character will practice roleplaying with a 
  couple of key NPCs, go through a simulated dungeon 
  and combat scenario, and then have to explore a real 
  dungeon to discover the secret within. 
   
  Unique NPCs and creature stat blocks can be found 
  in Appendix A. Maps, large enough to lay down and 
  use on the table, are provided in Appendix B. 
   
  Background 
  The player is a person of some importance and has 
  resources and education at their disposal. With these 
  boons comes the price of responsibility. As the 
  adventure opens, the player will be informed that 
  their presence is required at the opening of an 
  important solstice festival in Varhash, the closest 
  ally of their kingdom, Es’tra Duhn, and they will need 
  to teleport to the neighboring nation to participate. 
  Depending on the PC’s backstory, they may be very 
  reticent to go.  
   
  Additionally, the player is in possession of an amulet. 
  This amulet is of great sentimental value. The PC 
  keeps this on their person at all times. 
   
  The beginning of the adventure occurs in the 
  sprawling home of the PC. This could be either a 
  castle or a manor, but it needs to be rather large and 
  opulent. 
  Just Another Afternoon 
  he adventure opens with the player character 
  (PC) studying with a trusted mentor. If 
  possible, try to encourage the PC to speak and 
  respond in the style of the character they are role-
  playing. This is a low-stakes social encounter. 
   
  Important Note: All of the NPCs have been designed 
  with flexibility in mind. Feel free to alter the names, 
  gender, or personality of any NPCs described here to 
  best suit you and your player’s needs or preferences. 
   
  The warm afternoon sunlight pours through the large 
  windows, combining with the sonorous voice of your 
  mentor to create an intensely soporific effect. You are 
  startled out of your drowsiness, however, with a sharp 
  but good-natured reprimand from Master Elias. 
  Master Elias 
  Human Male Wizard, Chaotic Good 
  112 years old, thin white hair, hooked nose, piercing 
  blue eyes, raspy voice  
  Ideal: The pursuit of knowledge and the education of 
  those that can continue that pursuit. 
  Flaw: Much can be forgiven in the name of progress. 
  Master Elias has been lecturing extensively on a rather 
  boring subject, and is unsurprised that his most 
  promising pupil has dozed off. He has a lot of 
  T 
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  3 | P a g e  
   
  information he can share with them, and he will also 
  tell the PC to meet him later in the afternoon to 
  teleport to the Solstice Festival. 
  • The PC should prepare for the journey. The Solstice 
  Festival runs for two weeks and is an important 
  tradition for maintaining good relations with the 
  neighboring country. 
  • The rest of the PC’s family went ahead. Master Elias 
  and the PC are the last to go. 
  • Stormguard Bharmyr is counting on the PC getting in 
  one more training session before the journey. 
  • The PC should pack warmly and bring anything that 
  may be helpful as the neighboring country has a 
  harsh, cold climate. 
  Elias will walk with the PC to Stormguard Bharmyr’s 
  training area and drop them off. He and Bharmyr have 
  a playfully antagonistic relationship. One sees to the 
  PC’s mental development, the other to the physical. 
   
   
   
   
   
   
  Put Through the Paces 
  tormguard Bharmyr’s training area is 
  essentially a massive stone room. On the inside, 
  carpenters under the employ of the keep erect 
  massive and ever-changing scaffolding to simulate a 
  variety of combat scenarios. In honor of the PC’s 
  upcoming trip, Bharmyr has designed something 
  special. 
   
  He will observe the PC as they navigate the course 
  and be available for advice and instruction as the PC 
  proceeds. 
   
  The goal of this mini-dungeon is to get the PC 
  familiar with rolling and adding modifiers. 
  Stormguard Bharmyr 
  Dwarf Male Fighter, Lawful Good 
  200 years old, thick auburn hair and braided beard, 
  stout and strong 
  Ideal: It is my sacred duty to defend the lord I serve. 
  Flaw: I fail to see the sins of my superiors and hold 
  them up as largely infallible. 
  Stormguard Bharmyr has long cared for the physical 
  education of the PC. He is gruff, but well-meaning and 
  loyal. 
  • The PC should be warned that this challenge may be 
  a little more intense than usual. 
  • Afterwards, the PC should go pack for the journey 
  and meet Elias to teleport. 
  • Also, the PC’s dear friend Remmy Sullivan was 
  looking for them. Remmy will be in the kitchens. 
  Bharmyr’s Obstacle Course 
  The smell of freshly worked pine greets your nostrils as 
  you step over the threshold and enter your trainer’s 
  newest death trap. Suddenly, the light from the magic 
  torches that had illuminated the room vanishes and 
  you are plunged into darkness. Bharmyr’s laugh echoes 
  across the training grounds. 
   
  Depending on the PC’s abilities, they should be able 
  to figure out darkness with a torch, magic, or 
  Darkvision. Ahead, they see a corridor made of solid 
  wood. After a short hallway, there is a solid wooden 
  door. 
    
  Trapped Door. The door is mechanically trapped. A DC 
  10 Wisdom (Perception) Check reveals that the door is 
  rigged with a wire that will drop sticky goo over 
  someone that opens the door without care. A DC 10 
  Dexterity (Sleight of Hand) check will disable the trap. If 
  a check fails by more than 5, the trap will trigger. Call 
  for a Dexterity Saving Throw DC 10 to jump out of the 
  way. 
   
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  4 | P a g e  
   
  Beyond the door there are two choices: one is an 
  unknotted rope going up; the other is a dark pool of 
  water going down. 
   
  Rope. The rope requires a DC 10 Strength (Athletics) 
  check to climb successfully. At the top there is a zipline 
  to the arena. 
  Pool. The pool is dark. Ask for a DC 10 Wisdom 
  (Perception) check to find the opening on the other 
  side. Keep track of how long the PC can hold their 
  breath and narrate the search. After finding the way 
  forward and out, the PC sees a ladder going straight up 
  that emerges at the edge of the arena. 
   
  The moment your feet touch the sand, you are on your 
  toes for the combatants you know will be arriving to 
  test your skills. You think that Bharmyr will probably 
  send in Torvald since Dresik is likely still recovering 
  from the thrashing at your hands a few days before.  
  Bharmyr’s Arena 
   
  The training arena map can be found in Appendix B. 
  Ask for a Wisdom (Perception) check contested by 
  Dresik and Torvald’s Stealth. Their stat blocks can be 
  found in Appendix A. Dresik is hiding across the arena 
  while Torvald crouches behind some barrels. They are 
  wielding non-lethal weapons, and the PC will 
  understand that they can use the blunt of their weapon 
  in the combat. 
  Farewell My Friend 
   
  fter the arena exercise, if there is interest, 
  play out an interaction between Bharmyr and 
  your PC. The Stormguard will encourage the 
  PC to prepare and will caution them to be on guard 
  during the journey. If the PC needs encouragement, 
  Bharmyr can prompt them to say farewell to anyone 
  they need to as the Festival will run for a couple of 
  weeks. 
   
  Regardless of if the PC goes to their room to prepare or 
  if they go searching for Elias or their friend Remmy, 
  they will encounter the latter. 
   
  The goal of this role-playing encounter is to introduce 
  more complexity and character development in the 
  form of Insight and Deception Checks. Additionally, this 
  conversation encourages shared world-building on 
  behalf of the PC. The information they create and 
  provide contributes to the world’s level of detail.  
  Remmy Sullivan 
  Human Male Commoner, Chaotic Good 
  17 years old, dirty blonde hair, messy, tall and thin. 
  Ideal: I long to leave the environs of my low birth 
  behind and prove myself out in the world. 
  Flaw: I feel I am owed recompense for my lot and have 
  little problem taking it. 
  Remmy is a dear friend of the PC although of a 
  different class and somewhat younger. He will be 
  happy to interact with the PC, but unhappy about not 
  being able to go to the Solstice Festival. The PC and 
  Remmy have both been busy and haven’t spoken in the 
  last few days. 
  • He will ask the PC what (if anything) they are looking 
  forward to at the Festival. Are they excited to run 
  into anyone in particular? What usually happens at 
  these things anyway? 
  • Remmy will also ask how the PC has been lately. 
  How is their family, or others they’re close to? 
  • He will reluctantly lament his not being able to go, 
  his station, his lack of opportunity, and his 
  separation from his friend. He says all of this in a 
  genuine way, confiding his frustration to the PC. 
  • Depending on the PC’s backstory, he may be worried 
  that they will not be able to return from Varhash or 
  will at least have a prolonged stay there beyond the 
  two weeks. 
  As the conversation develops, when Remmy begins 
  talking more about himself and his lot, he becomes 
  slightly withdrawn. Ask for an Insight Check DC 10. Give 
  advantage for familiarity. 
   
  At some point in the conversation, Remmy will try to 
  lift something from the PC. It is not meant as sketchy or 
  bad, but as a sentimental friend trying to obtain a 
  bauble for remembrance. Roll a Sleight of Hand +4 
  against the PC’s Perception check. 
   
  When it is time to shift the scene, have a servant or 
  messenger fetch the PC and take them to where Elias is 
  waiting in the Teleportation Circle. 
   
   
  A 
  
   
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  5 | P a g e  
   
  A Mind of Its Own 
   
  The PC catches up with Master Elias at the 
  Teleportation Circle. 
   
  You wind your way down the familiar, but still slightly 
  uncomfortable and close-walled, spiral staircase that 
  opens onto a small hallway, the Teleportation Circle 
  waiting at the far end. Between it and you stand two 
  house guards and a locked iron door, the traditional 
  security measures of the court. They nod at your 
  approach and open the door. Beyond it you can see 
  Master Elias fussing about the edge of a large circle of 
  intricate lines and dimly glowing runes that pulsate in 
  rhythm to his utterances. 
   
  Master Elias will greet the PC somewhat 
  absentmindedly while he finishes preparing the spell. 
  He will inform the PC that their family will be 
  anticipating their arrival and should have someone 
  waiting there to receive them. He will ask the PC if they 
  are ready. 
  Master Elias lifts his arms over his head, chanting in a 
  throaty voice the final phrases of his incantation. A few 
  arcane phrases into the spell, you watch as your 
  amulet rises up in front of your face, slowly rotating in 
  defiance of gravity. In the same moment that your 
  teacher finishes the spell, a flash bursts from inside the 
  amulet, followed by an unsettling scream before you 
  feel the familiar full-body compression that comes with 
  teleportation. 
   
  There’s something ancient and unsettling up there. 
  Many have tried to get in, but no one has managed it 
  thus far. 
  - 
  Dolan Aln, Scrivener  
   
  A howling wind greets your ears, and the shocking cold 
  whips your eyes open, revealing the terrifying reality 
  that you are not at the Solstice Festival. Blinking 
  through the bright snow as you turn around, you see 
  an evergreen forest a half-mile plunge below. Squinting 
  up, you find the imposing and unmistakable outline of 
  Strahmin’s Peak, the tallest mountain along the border 
  of Es’tra Duhn. Lowering your eyes, the faint outline of 
  fallen rocks beckons as a possible source of shelter 
  from the icy mountain blasts. From the woods below, a 
  haunting howl echoes against the rocky environs, 
  urging you forward to temporary safety. 
   
  The goal of this chapter is for the PC to put into 
  practice everything they’ve learned thus far in a 
  situation in which there are real stakes. 
   
  See the numbered dungeon map in Appendix B. 
   
  The Lonely Hold 
  Entrance 
   
  As you approach the pile of rocks, you find, instead, the 
  remains of an ancient edifice rising toward the 
  mountaintop. Carved into the side of Strahmin’s Peak, 
  hidden from forest view by a craggy bluff, your eyes 
  light upon a smooth stone entryway, ages of frost 
  buildup integrating the construction into the mountain 
  itself. As your eyes further adjust to the brightness, you 
  perceive a sizeable stone column beneath the layers of 
  snow to your right, the base of its fellow having caught 
  your attention upon arrival. The bare, hand-carved 
  planes of the fallen column, only lightly dusted with 
  frost unlike the rest of your surroundings, indicate that 
  it may have just recently fallen. The sudden sense that 
  you have forgotten or missed something familiar, an 
  intuition just out of reach, accompanies a subtle blush 
  of warmth in the amulet against your chest. Intuitively, 
  your arm reaches forward to brush the snow from the 
  stone doorway.  
  
   
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  6 | P a g e  
   
   
  Runes. The runes above the door are in an ancient 
  language with roots in Elvish. A successful Intelligence 
  (History) check will allow the PC to understand that 
  they essentially say, “The Lonely Hold: Show the Sign 
  and Enter.” 
  Door. The door has intricate designs weaving across its 
  surface and meeting at the center in a shape familiar to 
  the PC. It matches the designs on their amulet. The 
  door will open and grant access to Area 1 if the PC 
  shows their amulet. 
  Columns. If the PC investigates, they can tell that the 
  left column crumbled and crashed into the ruins, 
  smashing a hole through the roof. With a successful DC 
  15 Strength (Athletics) Check, they can climb over the 
  icy boulders and hoist themselves up into a position 
  where they could look inside to Area 1.  
   
  1. Receiving 
   
  The ceiling is about 20 ft high. Light penetrates the 
  room via the opening in the ceiling. 
  You find yourself in a room ages old, abandoned long 
  ago and protected by the foreboding peak. Tendrils of 
  white from the piercing cold stretch across the smooth 
  stone beneath your feet, and the wind gives a 
  mournful howl as it whips into the room from the 
  column’s heavy cave-in from above. Intricate, faded 
  frescoes adorn the walls of the room, providing a slight 
  sense of warmth, tinged with melancholy, to the 
  otherwise desolate chamber. A large marble desk sits 
  further inside.  
   
  1. Chasm. In the center of the room, a large section of 
  the floor has given way in line with the opening in the 
  ceiling. It has created a gap of about 20ft. to the other 
  side. A Wisdom (Perception) check will reveal the 
  existence of Area 2, the floor of which is 60 ft. down. 
  Frescoes. The frescoes around the room seem to depict 
  an ancient and desperate battle between the forces of 
  good and ill. Demons fight side-by-side with dragons 
  against an increasingly dwindling and desperate group 
  of celestials and heroes, struggling in vain against the 
  overwhelming forces of their enemies. 
  Desk. Some ancient papers litter the desk. An 
  Intelligence (Investigation) check reveals a hastily 
  scribbled note reading in Elvish “Burn, Give, and 
  Receive.” There is a small brazier on the desk that gives 
  off a faint magical aura. There is a bit of ash and some 
  dark brown in the brazier. If the PC burns a bit of blood 
  in the brazier, the PC finds a hidden box containing a 
  Potion of Healing, a Potion of Cold Resistance, and 
  1d10 GP. 
  2. Trapped Stairwell. A 5x5 ft. pressure plate trap will 
  release poisoned darts in the narrow entry to the spiral 
  stairs leading down to Area 2 unless the PC makes a 
  successful DC 13 Wisdom (Perception) check to notice 
  the slight rise to the plate or the dart holes in the 
  fresco. If triggered, the darts roll an attack +3. On hit, 
  the PC takes 1d4 poison damage and is Poisoned for 
  the next minute. 
   
  2. Ante-Chamber 
   
  This chamber also has 20ft. ceilings, but only has dim 
  light. 
   
  You pause a moment or two as your senses adjust to 
  the darkness of the lower room. Ahead, two imposing 
  silhouettes from the fallen stone column distinguish 
  themselves from the rubble created as they descended 
  to their new resting place. Gazing beyond them to the 
  far side of the long chamber, your gaze narrows to 
  discern a door, carved in the likeness of a face. To the 
  right, just beyond the former top of the column, a 
  wide, deeply shadowed opening suggests a hallway.  
   
  1. Columns. The massive pillars have brought down the 
  ceiling but can be scrambled over without too much 
  difficulty. On the other side in the corner is an Ice 
  Mephit (MM. 215, stat block Appendix A) waiting in 
  ambush. It will attack as soon as the PC clears the 
  obstruction. A DC 10 Intelligence (Investigation) check 
  of the rubble around the columns reveals a skeletal 
  hand upon which lies a Ring of Protection. 
  2. Magical Door. A magical talking door inhibits further 
  ingress. The door is extremely gregarious and beside 
  himself to have someone to talk to after all these 
  years. Over the door are the words “Open Says Me” in 
  Elvish. The PC must get the door to say the word 
  “Open” to access Area 3. The door knows some things, 
  but not how to open himself. Example responses to PC 
  questions: 
  What is this place? “Well, I’m not too sure, but I 
  know that beyond me my creators were trying to 
  contain something that they thought was very 
  dangerous.” 
  How do I get past you? “My creators, given my 
  friendly personality, decided it would be best if I 
  wasn’t too sure, seeing as how I’m a people pleaser 
  and would be bound to reveal the secret.” 
  
   
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  What do the paintings upstairs represent?  “What 
  paintings? Oh! The big fight? Why, that’s the ancient 
  war that my makers won of course!” 
  Collapsed Hallway. The forces of time have conspired 
  to slay this innocent hallway. An Intelligence 
  (Investigation) check will net the PC a really cool-
  looking rock with some sparkles in it. 
   
   
   
  3. Holding 
  This circular room is in complete darkness, 
  rendering even Darkvision useless without a light 
  source. 
   
  Exclaiming in surprise, the door slides to the side, 
  revealing a short flight of stairs that lead down into 
  utter darkness, the likes of which not even Darkvision 
  can penetrate. The faint light reflecting off the 
  collections of snow in the hallway behind you casts a 
  faint shadow of the silhouettes of torches against the 
  walls on either side of the stone passage leading 
  deeper in.  
   
  After the PC acquires a light source, they can see the 
  outline of a gigantic stone statue towering over a 
  humanoid figure. 
   
  The unsteady light cast by your torch struggles to force 
  back and withstand the thick, physical darkness of this 
  room. As your feet carry you further in, the fully-carved 
  outline of a Frost Giant statue emerges from the far 
  wall just behind it. The artisans carved it to loom 
  menacingly over another icy statue, an equally 
  detailed, though much smaller, human statue in the 
  center of the room, its lower body obscured by ice or 
  rock the sculptors had yet to carve away. As you 
  approach, motes of light and fire from your torch break 
  free, gliding quickly forward to the complex array of 
  runes etched in the ground surrounding the statue of a 
  trapped human male. The glyphs glow brighter as the 
  circle becomes more complete, giving off a brief, low 
  pulse as the last rune is lit. At this, the pillar of ice 
  encapsulating the human statue from his waist down 
  cracks, the sound resonating against the distant walls 
  of the underground room. The echoes quieten, 
  replaced by the lilt of running water as the ice melts 
  away, the body slowly thawing, seeming almost to 
  animate with the melting away of the icy prison. As you 
  watch, the statue glances down at his diminishing 
  bonds before moving his head slightly, turning toward 
  you. Life gleams from confused but thoughtful eyes 
  that fixate on your own.  
   
  The statue is not a statue at all, but Garren, an 
  imprisoned crystalline warrior from a past age. His 
  stat block can be found in Appendix A. 
   
  Important Note about Garren and the PC’s amulet: If 
  Garren falls to 0 HP and is within 1000 ft of the PC’s 
  amulet, instead of falling unconscious, Garren is 
  teleported into the amulet with 1 hp. The PC can 
  release or contain Garren as an action. This is not 
  immediately apparent to either party, but the 
  connection can be hinted at, perhaps by mentioning 
  that the amulet hums or feels warm. 
  Garren Bronson 
  Crystalline Male Paladin, Lawful Good 
  Sharp, angular features, strong and tall build, but a 
  long time from home. 
  Ideal: I must fight or disrupt the forces of evil. 
  Flaw: I overestimate my abilities from time to time. 
  Garren was a mighty force for good in the ancient 
  conflict, but was eventually captured, and imprisoned 
  here for eternity. 
   
  Before the PC has time to ask too many questions of 
  the deeply confused Garren, 4 Ice Mephits (MM. 
  215) attack. After 3 rounds, the Frost Giant statue 
  animates and crushes any remaining Ice Mephits 
  before pursuing the party. As it comes to life, Garren 
  will prompt, bravely and clearly, “Run!” 
   
  
   
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  It is probable that the Frost Giant will squash Garren, 
  sending him into the PC’s amulet as they flee. 
   
  Escape! 
   
  The Frost Giant is not given stats as it represents 
  only a force to be escaped. Fighting is certain death. 
  Run a skills challenge to have the PC make their way 
  back through the dungeon. On 3 Successes they 
  should be outside. For each failure, the Giant gets to 
  try to hit the PC (+5 to hit, 1d4+1 Bludgeoning). 
  Example rolls suggested on the table below. 
   
  Event 
  Check Type 
  DC 
  Dodge a Frost 
  Giant Swing 
  Dexterity 
  Saving Throw 
  12 
  Climb a Rope 
  Strength 
  (Athletics) 
  10 
  Vault an 
  Obstruction 
  Strength 
  (Athletics) 
  10 
  Maintain 
  Footing/Momentum 
  Dexterity 
  (Acrobatics) 
  10 
   
  Once the PC is safely outside, allow only a moment of 
  rest before the Frost Giant reappears, crashing 
  through the ruins and racing toward the PC.  
   
  With a mighty roar, the Frost Giant closes the distance 
  between you with incredible speed, no longer 
  encumbered by the confines of the ancient prison’s 
  ruins. In what could only be your last moments, you 
  see the giant’s massive axe sweep down as your 
  amulet pulses against your chest. In the next instant, 
  Garren is there before you, knocking you to the side, 
  shield held high, incredibly deflecting the blow into the 
  ground which rumbles with the ferocity of the attack. 
  From beyond the giant’s shoulder, you see a wide shelf 
  of ice and snow fall from Strahmin’s Peak. Avalanche! 
   
  As the adventure closes, you have options as the DM. 
  I fade to black here with the understanding that the 
  PC will be found and wake up in a small village at the 
  base of the mountain. Or perhaps they escape the 
  giant, but now must survive to find their way back to 
  civilization? 
   
  Aftermath 
  Where you take your PC from here is up to the 
  discretion of you and your partner.  
   
  Who is Garren and what era does he come from? 
  What does he want now that he’s animate again? 
   
  What will your PC do next? What do they want to 
  accomplish beyond the confines of the Es’tra Duhn 
  Citadel? 
   
  Future adventures will utilize this same world. Look 
  for more soon, and come check out our blog, 
  dndduet.com, for ideas, inspiration, and advice for 
  your duet campaign.  
   
   
   
  
   
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  Dresik 
  Medium humanoid (any race), any non-lawful 
  alignment 
    
  Armor Class 
  10 
  (cotton shirt) 
  Hit Points 
  11 
  (2d8 + 2) | 4-18 
  Speed 
  30 
  -- 
    
   
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
    
   
    
  Senses: Passive Perception 10 
  Languages: any one language (usually Common) 
  Challenge: 1/8 (25 XP) 
    
   
   
  Actions  
  • 
  Light Shortbow. Ranged Weapon Attack: 
  +3 to hit, range 80 ft./320 ft., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage. 
    
   
   
   
   
   
   
   
   
   
   
   
   
  Torvald 
  Medium humanoid (any race), any alignment 
    
  Armor Class 
  12 
  (leather armor) 
  Hit Points 
  11 
  (2d8+2) | 4-18 
  Speed 
  30 
    
    
   
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
    
   
   
  Skills: Perception +2 
  Senses: Passive Perception 12 
  Languages: any one language (usually Common) 
  Challenge: 1/8 (25 XP) 
    
   
    
  Actions 
  • 
  Club. Melee Weapon Attack: +2 to hit, 
  reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage. 
    
  
   
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  10 | P a g e  
   
  Ice Mephit 
  Small elemental, neutral evil 
  Armor 
  Class 
  11 
    
  Hit 
  Points 
  21 
  (6d6) 
  |  6-36 
  Speed 
  30 
  Fly 30 
   
  STR 
  DEX CON INT WIS CHA 
   
  7 (-2) 
  13 
  (+1) 
  10 
  (+0) 
  9 (-
  1) 
  11 
  (+0) 
  12 
  (+1) 
   
    
  Skills: Perception +2, Stealth +3 
  Damage Vulnerabilities: bludgeoning, fire 
  Damage Immunities: cold, poison 
  Condition Immunities: poisoned 
  Senses: Darkvision 60ft., Passive Perception 12 
  Languages: Aquan, Auran 
  Challenge: 1/2 (100 XP) 
   
    
  Death Burst. When the mephit dies, it explodes in a burst of 
  jagged ice. Each creature within 5 feet of it must make a DC 10 
  Dexterity saving throw, taking 4 (1d8) slashing damage on a failed 
  save, or half as much damage on a successful one. 
  False Appearance. While the mephit remains motionless, it is 
  indistinguishable from an ordinary shard of ice. 
  Innate Spellcasting (1/Day). The mephit can innately cast fog 
  cloud, requiring no material components. Its innate spellcasting 
  ability is Charisma. 
   
  Actions 
  • 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. 
  Hit: 3 (1d4 + 1) slashing damage plus 2 (ld4) cold damage. 
  • 
  Frost Breath (Recharge 6). The mephit exhales a 15-foot 
  cone of cold air. Each creature in that area must succeed 
  on a DC 10 Dexterity saving throw, taking 5 (2d4) cold 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Garren Bronson (Paladin) 
  Medium male human, Lawful Good 
    
  Armor Class 
  18 
  (Chain mail & shield) 
  Hit Points 
  12 
   
  Speed 
  30 
    
    
   
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
    
   
   
  Skills: Athletics +5, Insight +3, Intimidation +4, Medicine +3 
  Saving Throws:  Wisdom +3, Charisma, +4 
  Senses: Passive Perception 11 
  Languages: Common, Dwarvish 
  Challenge: 1/2  
     
   
    
  Lay on Hands. As an action, Garren can draw power from 
  his pool of divine energy and restore 5 hit points to a 
  creature of his choice. Alternatively, he expend those 5 
  points to cure the target of one disease or neutralize one 
  poison affecting it. 
   
     
  Actions 
  • 
  Flametongue Longsword. Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target. 
  Hit: 13 (1d8 + 3) slashing + 2d6 fire damage. 
    
   
   
  Reactions 
  • 
  Protect. When a creature Garren can see attacks an 
  ally within 5 feet of him, he can use his reaction to 
  impose disadvantage on the attack roll. 
    
   
  The following few pages include a region map for Es’tra Duhn, a DM’s map of The Lonely Hold, and ready-to-print battle maps. 
  As-is, they should be ready to go from the printer or a large tablet right onto the gaming table 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  First Blush  
  11 | P a g e  
   
   
  
   
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  12 | P a g e  
   
   
   
   
   
   
  Area 1.1: Chasm drops down 60 ft. 
  Area 1.2: Poison dart pressure plate trap. 
   
  Area 2.1: Column rubble and Ring of Protection. 
  Area 2.2 Magic door. The door must say the word “Open”. 
   
  Area 3.1: Dark room with inanimate Garren. 
   
  The following three maps appear in this order: Bharmyr’s Training Arena, Lonely Hold Area 2, 
  Lonely Hold Area 3. 
   
   
   
   
  
   
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  13 | P a g e  
   
   
  
   
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  14 | P a g e  
   
   
  
   
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  15 | P a g e  
   
   
  
  Creature and Stats Appendix  
   
  Optional Stats for when your PC goes off the rails or brings am ally along. 
   
   
   
   
   
  Remmy Sullivan (servant) 
  Medium male human, Chaotic Good 
  Armor Class 
  13 
  (Cloth tunic + Dex) 
  Hit Points 
  8 
  (8 + Con) 
  Speed 
  30 
    
   
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  16 (+3) 
  11 (+0) 
  14 (+2) 
  13 (+1) 
  15 (+2) 
   
   
   
  Skills: Acrobatics +7, Deception +4, Insight +3, Investigation +4, Sleight 
  of Hand +7, Stealth +5 
  Senses: Passive Perception 15 
  Languages: Common 
  Challenge: 1/8 (25 XP) 
   
   
   Sneak Attack. Once per turn, Remmy can deal an extra 
  1d6 damage to one creature he hits with an attack if he 
  has advantage on the attack roll. He doesn’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 
  Remmy doesn’t have disadvantage on the attack roll. 
   
   
   Actions 
   
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. 
  Hit: 5 (1d4 + 3) piercing damage. 
   
   
  Tools 
   
  Disguise Kit. Remmy adds 2 to checks he makes 
  with a disguise kit. 
   
  Thieves’ Tools. Remmy adds 2 to ability checks he 
  makes with thieves’ tools. 
    
  Garren Bronson (Paladin) 
  Medium male human, Lawful Good 
    
  Armor Class 
  18 
  (Chain mail & shield) 
  Hit Points 
  12 
   
  Speed 
  30 
    
    
   
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
    
   
   
  Skills: Athletics +5, Insight +3, Intimidation +4, Medicine +3 
  Saving Throws:  Wisdom +3, Charisma, +4 
  Senses: Passive Perception 11 
  Languages: Common, Dwarvish 
  Challenge: 1/2  
     
   
    
  Lay on Hands. As an action, Garren can draw power from 
  his pool of divine energy and restore 5 hit points to a 
  creature of his choice. Alternatively, he expend those 5 
  points to cure the target of one disease or neutralize one 
  poison affecting it. 
   
     
  Actions 
   
  Flametongue Longsword. Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target. 
  Hit: 13 (1d8 + 3) slashing + 2d6 fire damage. 
    
   
   
  Reactions 
   
  Protect. When a creature Garren can see attacks an 
  ally within 5 feet of him, he can use his reaction to 
  impose disadvantage on the attack roll. 
  
   
   
   
   
   
  Dresik 
  Medium humanoid (any race), any non-lawful alignment 
    
  Armor Class 
  10 
  (cotton shirt) 
  Hit Points 
  11 
  (2d8 + 2) | 4-18 
  Speed 
  30 
  -- 
   
   
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
    
  Senses: Passive Perception 10 
  Languages: any one language (usually Common) 
  Challenge: 1/8 (25 XP) 
   
  Actions  
   
  Light Shortbow. Ranged Weapon Attack: +3 to hit, 
  range 80 ft./320 ft., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage. 
    
  Torvald 
  Medium humanoid (any race), any alignment 
    
  Armor Class 
  12 
  (leather armor) 
  Hit Points 
  11 
  (2d8+2) | 4-18 
  Speed 
  30 
    
    
   
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
    
   
   
  Skills: Perception +2 
  Senses: Passive Perception 12 
  Languages: any one language (usually Common) 
  Challenge: 1/8 (25 XP) 
   
  Actions 
   
  Club. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. 
  Hit: 2 (1d4) bludgeoning damage. 
  Bat 
  Tiny beast, unaligned 
  Armor Class 
   12 
    
  Hit Points 
  1 
  (1d4 - 1) | 1-3 
  Speed 
  5 
  Fly 30 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  2 (-4) 
  15 (+2) 
  8 (-1) 
  2 (-4) 
  12 (+1) 
  4 (-3) 
   
    
  Senses: Blindsight 60 ft., Passive Perception 11 
  Languages: — 
  Challenge: 0 (10 XP) 
   
   
  Echolocation. While it can’t hear, the bat has no blindsight. 
  Keen Hearing. The bat has advantage on Wisdom 
  (Perception) checks that rely on hearing. 
   
  Actions 
   
  Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., 
  one creature. 
  Hit: 1 piercing damage. 
  
   
  Ice Mephit 
  Small elemental, neutral evil 
  Armor 
  Class 
  11 
    
  Hit 
  Points 
  21 (6d6) 
  |  6-
  36 
  Speed 30 Fly 
  30 
   
  STR 
  DEX CON INT WIS CHA 
   
  7 (-2) 
  13 
  (+1) 
  10 
  (+0) 
  9 (-
  1) 
  11 
  (+0) 
  12 
  (+1) 
   
    
  Skills: Perception +2, Stealth +3 
  Damage Vulnerabilities: bludgeoning, fire 
  Damage Immunities: cold, poison 
  Condition Immunities: poisoned 
  Senses: Darkvision 60ft., Passive Perception 12 
  Languages: Aquan, Auran 
  Challenge: 1/2 (100 XP) 
   
    
  Death Burst. When the mephit dies, it explodes in a burst of 
  jagged ice. Each creature within 5 feet of it must make a DC 10 
  Dexterity saving throw, taking 4 (1d8) slashing damage on a 
  failed save, or half as much damage on a successful one. 
  False Appearance. While the mephit remains motionless, it is 
  indistinguishable from an ordinary shard of ice. 
  Innate Spellcasting (1/Day). The mephit can innately cast fog 
  cloud, requiring no material components. Its innate spellcasting 
  ability is Charisma. 
   
  Actions 
   
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. 
  Hit: 3 (1d4 + 1) slashing damage plus 2 (ld4) cold 
  damage. 
   
  Frost Breath (Recharge 6). The mephit exhales a 15-
  foot cone of cold air. Each creature in that area must 
  succeed on a DC 10 Dexterity saving throw, taking 5 
  (2d4) cold damage on a failed save, or half as much 
  damage on a successful one. 
   
   
  
  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
  Lady Aurelei Gavrayn
  Ranger 1
  Noble
  Half-elf
  Chaotic good
  13
  +2
  +1
  11
  +3
  16
  +3
  12
  +5
  +1
  +0
  +2
  +0
  +3
  +1
  10
  +4
  +3
  +0
  +2
  +0
  +4
  +0
  +0
  15
  +0
  +2
  10
  +0
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  14
  Languages: Common, Elvish, 
  Celestial, Draconic, Sylvan 
   
  Gaming proficiency: Three-Dragon 
  Ante 
  14
  30 ft
  1d10
  Shortsword
  +5
  1d6 + 3 piercing
  Shortsword (off)
  +5
  1d6 piercing
  Longbow
  +5
  1d8 + 3 piercing
  +2
  +0
  +4
  +0
  +2
  +0
  +3
  +3
  +4
  In melee combat, Aurelei will likely 
  use her action to attack with her 
  shortsword and her bonus action 
  for an off-hand attack with her 
  second shortsword. At range, she 
  will use her longbow.
  25
  leather armor 
  explorer's pack 
  quiver of 20 arrows 
   
  signet ring and scroll of 
  pedigree
  Thoughtful, caring, and reserved—I spent a lot of time 
  by myself growing up, avoiding those who wouldn't 
  accept me because of my illegitimate birth. I am much 
  more comfortable out of the spotlight, at the edges.
  Freedom. Regardless of birth or status, everyone 
  should get to choose their own fate and follow the 
  path they most desire. No one should be trapped.
  My best friend, Remmy, has been by my side since 
  we were young. We look out for one another, no 
  matter what. One day, we'll leave these walls behind.
  Naive of the world beyond the castle walls, I am not 
  as suspicious of others as safety might dictate, and I 
  have no idea how much things cost.
  Darkvision: You can see in dim light 
  within 60 feet of you as if it were bright 
  light, and in darkness as if it were dim 
  light. You can't discern color in 
  darkness, only shades of gray.  
   
  Fey Ancestry: You have advantage on 
  saving throws against being charmed, 
  and magic can't put you to sleep. 
   
  Favored enemy: dragons 
  Advantage on Wisdom (survival) 
  checks to track and Intelligence 
  checks to recall information about 
  them 
   
  Natural Explorer: forest  
  You are particularly familiar with 
  forests and are adept at traveling and 
  surviving in them. When you make an 
  Intelligence or Wisdom check related 
  to your favored terrain, your 
  proficiency bonus is doubled if you are 
  using a skill that you're proficient in.  
  
  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.
  Lady Aurelei Gavrayn
  23
  5'4"
  120
  Green, bright, flecks of gold
  pale, almost silver-white
  dark red, wavy and shiny
  Master Elias—beloved teacher 
   
  Remmy Sullivan—best friend 
   
  Stormguard Bharmyr—martial 
  trainer and trusted ally
  Born a lovely, bastard daughter to the 
  second-wealthiest family of Es-tra Duhn, 
  half-elven, half-human, Aurelei has spent 
  her childhood and adolescence an outcast 
  among the nobility. She still recognizes her 
  immense privilege, seeing how difficult life 
  has been for her best friend Remmy and 
  his family. Though he is a few years 
  younger, he remains her most devoted 
  companion, especially as her mother has 
  withdrawn her affection more each year. 
  Her step-father has no qualms about 
  displaying the outright disgust he feels for 
  his wife's bastard, a constant reminder of 
  her once-wavering affection and infidelity. 
  Aurelei's position in the Citadel grew even 
  more unbearable after her eighteenth 
  birthday, when the Duke's announced his 
  plans to utilize her for a financially 
  advantageous marriage. Though it 
  remained unsaid, it soon became clear 
  that, as far as he was concerned, the 
  crueler the suitor, the better. With 
  Remmy's help, Aurelei has narrowly 
  avoided an attachment thus far, but her 
  time to attempt freedom is running short. 
  The two will need to leave, and soon, 
  before the "exchange" takes place.  
  Position of Privilege: 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. 
  The Sign of Respite Amulet: worn always, this necklace is Aurelei's only 
  connection to her birth father. The elf gave it to her mother, Duchess Gavrayn, 
  after the two were discovered, before he sailed away to his own lands. As he 
  handed it to her, he said that he hoped she would find her way to him again. A 
  few years after Aurelei's birth, the Duke and Duchess fully reconciled. Wishing 
  to put the past utterly behind her, the duchess passed the necklace down to 
  her daughter with the caveat that they would never speak of her actual father 
  again. Aurelei hopes that one day, she might escape the walls of Duhn's Citadel 
  and go in search of her father. She believes his amulet will show her the way.
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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
  
  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
  Marelle Usine'e
  Cleric 1 (Life)
  Acolyte
  Elf (Wood)
  Lawful good
  13
  +2
  +1
  10
  +1
  10
  +0
  14
  +0
  +2
  +0
  +5
  +3
  +0
  +2
  10
  +3
  +1
  +1
  +0
  +0
  +5
  +1
  +0
  16
  +0
  +3
  12
  +1
  G
  G
  G
  G
  G
  G
  G
  15
  Languages: Common, Elvish, 
  Celestial, Dwarvish 
   
  Armor: light, medium, heavy, shields 
   
  Weapons: simple, longsword, 
  shortsword, shortbow, and longbow
  16
  +0
  35 ft
  1d8
  Mace
  +3
  1d6 + 1 bludg
  Light Crossbow
  +2
  1d8 pierc (80/320)
  Inflict Wounds (melee)
  +5
  3d10 necrotic
  +5
  +0
  +5
  +1
  +3
  +2
  +0
  +0
  +3
  Guiding Bolt: 1 action, range 120 ft., 1 
  round 
  Ranged attack, +5 to hit, 4d6 radiant 
  damage, next attack roll made against 
  target has advantage  
   
  Shield of Faith: bonus action, 60 ft., 
  conc. 1 min., +2 bonus to AC for duration
  15
  holy symbol (hand-locket of 
  Sune) 
  shield +2 AC 
  scale mail (disadv. stealth) 
  20 crossbow bolts 
  priest's pack 
  prayer book 
  hanging mirror and 
  assorted perfumes, for 
  areas without easy access 
  to these luxuries
  Charismatic, amusing, controlled—I'm going to 
  enjoy whichever situation I'm in, and as long as 
  we're on the same side, you probably will too. I 
  take my work seriously and thrive on challenges. 
  Beauty. There is so much people miss in the everyday, 
  consumed by things that don't matter. With open eyes, 
  one cannot help but see the sacred and the profound.
  My aunt was expelled for speaking truth to and about 
  those in positions of power. It is my duty to carry on 
  her legacy in whatever way I can. 
  Impatience—I grow quickly tired of those who aren't willing 
  to look at the world and its people in an enlightened way. I 
  don't argue, but I make sure they discern their error.
  Disciple of Life: Your healing spells 
  are more effective. Whenever you 
  use a spell of 1st level of higher to 
  restore hit points to a creature, the 
  creature regains additional hit 
  points equal to 2 + the spell's level  
   
  Darkvision: You can see in dim light 
  within 60 feet of you as if it were 
  bright light, and in darkness as if it 
  were dim light. You can't discern 
  color in darkness, only shades of 
  gray.  
   
  Fey Ancestry: You have advantage 
  on saving throws against being 
  charmed, and magic can't put you to 
  sleep. 
   
  Domain Spells: Once you gain a 
  domain spell, you always have it 
  prepared, and it doesn't count 
  against the number of spells you 
  can prepare each day. 
  
  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.
  Marelle Usine'e
  337
  5'8"
  135
  Emerald green w/bronze halo
  Copper
  Thick, dark brown, braided
  Master Elias—beloved tutor and 
  adviser 
   
  Remmy Sullivan—close friend 
   
  Stormguard Bharmyr—martial trainer 
  and trusted ally 
   
  Sahrin Usine's—aunt and mentor, last 
  known to be traveling the wilds of 
  Es'tra Duhn and beyond in service to 
  Sune, but many months have passed 
  since Marelle has heard from her 
  Sune, goddess of love and beauty
  Marelle has few memories of her early life and 
  suspects that the ones she does have were inspired 
  by her aunt's stories rather than genuine memories. 
  Her mother, the first family member to become a 
  high priestess, died a few years after her daughter's 
  birth. She had been ill for some time, and no spell or 
  potion was able to give her any lasting relief. The 
  young girl was raised by Sahrin, her aunt, instead, 
  an enthusiastic though unconventional devotee of 
  Sune. She taught her niece to questions the 
  teachings of other clerics and priestesses, 
  especially those that seemed out of line with 
  Marelle's own worship and understanding of the 
  goddess. Sahrin did not join the others in the 
  "sacred" Sunite rites, believing them to be more 
  focused on the pleasure and edification of those 
  partaking instead of furthering Sune's message of 
  love and beauty regardless of rank or appearance. 
  Marelle listened to her aunt's advice, seeking 
  inspiration from unlikely and unconventional 
  sources. When Sahrin began speaking openly 
  against the communal practices that had resulted 
  in her niece's birth among many others, she was 
  expelled from the Temple District and sent to the 
  provinces to provide healing and care "where she 
  was most needed." She passed the locket that 
  served as her spellcasting focus to her niece as she 
  prepared to leave. "We will meet again, my darling," 
  she said, embracing Marelle before beginning her 
  dangerous journey in the world beyond the city. 
  Shortly thereafter, Duhn's Citadel requested the 
  services of a healer. Fearing that the niece would 
  follow in the condemned footsteps of her aunt, the 
  clerics eagerly nominated Marelle for the position.
  Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, 
  for 4 hours a day. While meditating, you can dream after a fashion; such dreams are 
  actually mental exercises that have become reflexive through years of practice. After 
  resting in this way, you gain the same benefit that a human does from 8 hours of sleep.  
   
  Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and 
  longbow.  
   
  Mask of the Wild: You can attempt to hide even when you are only lightly obscured by 
  foliage, heavy rain, falling snow, mist, and other natural phenomena.  
   
  Shelter of the Faithful: 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 an established presence of your faith, though 
  you must provide any material components needed for spells.
  The Sign of Respite Amulet: Children born from the sacred Sunite ceremonies are matched with 
  tokens of blessing at their birth, dedicating them to the religious service for which they were 
  conceived. For the first time in living memory, the ancient amulet chose a bearer, Marelle. Each 
  night before she fell asleep, Sahrin wove enchanting tales for her of the amulet's special 
  significance, one that foretold of a destiny beyond its bearer's imagination. Previous wearers, she 
  explained, were said to have accomplished great and noble things. 
   
  The Hand-Locket of Sune: Carefully designed by Sahrin, the locket fits inside the palm to be gripped 
  comfortably and easily while casting spells. Inside it, on the left, she embedded the family's most 
  treasured heirloom, an ancient likeness of Sune, said to be painted by her first priestesses at the 
  beginning of the age. On the other, a perfectly clear, unblemished mirror reflects truth back to those 
  looking in, reminding them of their nearness to the goddess and of their own inherent beauty. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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
  Spare the Dying
  Thaumaturgy 
  Bless (domain)
  2
  Light
  Cure Wounds (domain)
  Guiding Bolt
  Inflict Wounds
  Shield of Faith
  Detect Magic
  
  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
  Sir Calvin Delmeade
  Bard 1
  Noble
  Human
  Neutral good
  9
  +2
  -1
  9
  -1
  15
  +2
  13
  +4
  +1
  +0
  +2
  +3
  +4
  +1
  11
  +2
  -1
  +5
  +2
  +0
  +2
  +3
  +0
  14
  +0
  +2
  16
  +3
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  12
  Languages: Common, Elvish, 
  Dwarvish 
   
  Gaming proficiency: Dragonchess 
   
  Musical instruments: lute, flute, 
  lyre
  13
  +2
  30 ft
  1d8
  Rapier
  +4
  1d8 + 2 piercing
  Dagger
  +4
  1d4 + 2 piercing
  Dagger (thrown)
  +4
  1d4 + 2 range 20/60
  +2
  +0
  +2
  +3
  +5
  +0
  +2
  +4
  +2
  Vicious Mockery: 1 action, 60 feet 
  Wis. saving throw (DC 13) or 1d4 psychic 
  damage & disadv on next attack roll 
   
  Tasha's Hideous Laughter: 1 action, 30 
  feet, concentration, up to 1 min. 
  Wis. saving throw (DC 13) or prone, 
  incapacitated, and unable to stand up
  25
  leather armor 
  diplomat's pack 
  lute 
  scroll of pedigree 
  Relatively easy-going, I get lost in my own exciting 
  stories that may or may not be exaggerated. I crave 
  depth and meaning in relationships, though I am 
  highly selective about who sees that side of me.
  Truth. A small twist in a tale is meant only to get at the 
  heart of the felt reality. Life should be experienced and 
  enjoyed, but we have a duty to preserve and retell as well.
  I am very dedicated to my family. My father is an 
  honorable nobleman who is undervalued in court, and 
  my mother, gods bless her, has delicate nerves. 
  At times, my gallant attitude can come across as 
  overly flippant. I might also overestimate my abilities 
  or charm from time to time, but it usually works out.
  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 d6. 
  Once within the next 10 minutes, the 
  creature can roll the die and add the 
  number rolled to one ability check, 
  attack roll, or saving throw it makes. 
  The creature can wait until after it rolls 
  the D20 before deciding to use the 
  Bardic Inspiration die, but must decide 
  before the DM says whether the roll 
  succeeds or fails. Once the Bardic 
  Inspiration die is rolled, it is lost. A 
  creature can have only one Bardic 
  Inspiration die at a time.  
  You can use this feature a number of 
  times equal to your Charisma modifier. 
  You regain any expended uses when 
  you finish a long rest. 
   
  Calvin's Bardic Inspiration die: 3 avail.
  
  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.
  Sir Calvin Delmeade
  25
  6'2"
  180
  Sea-grey, intense, serious
  Light tan with freckles
  Medium brown, pushed back
  Master Elias—beloved teacher 
   
  Remmy Sullivan—best friend 
   
  Stormguard Bharmyr—martial 
  trainer and trusted ally 
   
  Lady Nehanna Talvere—lost love
  Calvin and his family moves to Duhn's 
  Citadel, the castle built on Es'tra Duhn's 
  ancient keep, in his early teens. Up to that 
  point, his life had progressed much as any 
  young nobleman's should: etiquette, 
  dancing, education, martial training, equine 
  sports, diplomacy, music, composition, the 
  list goes on. However, shortly after the 
  family's transition to a more prominent 
  position in the court, he met a beautiful 
  young noblewoman, Lady Nehanna. The 
  two struck up an intimate friendship, aided 
  in part by their mutual friend Remmy. 
  However, the story of Calvin and Nehanna 
  ended prematurely in separation and 
  heartbreak. Just as the young couple was 
  growing deeply attached to one another 
  and thought of making their relationship 
  public, Nehanna was married off to a 
  wealthy, manipulative, and powerful 
  nobleman. The night before she was to sail 
  away, the two attempted an escape of the 
  castle but were discovered by her father's 
  guards. They beat Calvin and left him in the 
  hallway, dragging Nehanna away. It took 
  all of Lord Delmeade's influence to rescue 
  his son from the ire of Duke Talvere, the 
  king's most trusted and ambitious adviser.
  Position of Privilege: 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. 
  The Sign of Respite Amulet: worn always, this necklace is Calvin's only 
  physical reminder of the lovely Lady Nehanna Talvere, from whom he has 
  been parted forever. She slipped it into his hand the night they attempted 
  to flee Es'tra Duhn. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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
  13
  +5
  Vicious Mockery
  Charm Person
  2
  Mage Hand
  Healing Word
  Unseen Servant
  Tasha's Hideous Laughter
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/First Blush - Duet Adventure v1.1.pdf