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Players Guide
by Robin Pools
Chapter I:
Background
Oakhill
Oakhill was once a thriving town
on the Long Road, north of
Waterdeep, in the hills on the
feet of the Sword Mountains. As a
frontier town, its wealth mostly
came from lumber cut from the many
oak and pine trees in the hills
and ore mined from the sword
mountains. With Waterdeep nearby,
there was never a short on demand.
Despite its relative wealth, life
was hard and dangerous at Oakhill.
Both lumberjacks and miners had to
deal with frequent orc and troll
raids out of the nearby mountains
and the hills were a perfect
staging ground for bandits
harrying caravans on the Long
Road.
Population: Oakhills population
consisted mostly of humans (96%),
with some dwarves (2%) and
halflings (1%) mixed in.
Government: Officially Oakhill was
ruled by Lord Eon Charness, a
noble Lord from Waterdeep whos
family acquired the land of
Oakhill centuries earlier. The
Lord himself seldom traveled to
the town however, preferring to
stay in Waterdeep. Mayor Holden
was appointed to see to
the daily arrangements in
town. The mayor was a
generous and deeply
religious man, strictly
following the edicts of
the church of Ilmater.
Hasdiel
Hasdiel was an angel in service to
Ilmater. Once a mortal human
paladin named Hassof, he continued
to serve his lord after his death
at the hands of an Orc Eye of
Gruumsh. During his time as an
angel Hasdiel became increasingly
interested in the town of Oakhill,
even going so far as to violate
the orders of the gods in order to
protect it. In the end, this
became his undoing.
The legend of
Hasdiel
Legend says that
one day a
beautiful and
chaste maiden
moved from
Waterdeep to the
newly constructed
town of Oakhill in
order to escape
from the unwanted
attentions of a
corrupt noble.
Seeking
protection, she
joined the temple
of Ilmater and
helped maintain
its shrine while
the other clerics saw to the
construction of the main temple.
Orcs and trolls from the nearby
mountains kept attacking the
settlement however, tearing down
the unfinished temple time and
again. Seeing their funds lessen,
the clerics of Ilmater grew
troubled and talked about
abandoning the construction and
returning to Waterdeep.
Hearing this the maiden feared her
fate should she return to the city
Chapter II:
Characters
Level
Each character starts at level 3
Ability scores
you can use the following scores
to build your character:
15,
14,
13,
12,
10, 8.
Races
Any and all races in the D&D
Players Handbook can be chosen
for your character. More setting
and adventure specific races such
as those in various player guides
to other adventures would not be a
good fit and are as such not
allowed.
In addition to the races in the
D&D Players Handbook, the Aasimar
mentioned op page 286 of the D&D
Dungeon Masters Guide may also be
selected at character creation, as
may the variant human mentioned in
this players guide (see sidebar).
Class options
Any and all class options in the
D&D Players Handbook can be
chosen for your character. More
setting and adventure specific
class options such
as those in various
player guides to
other adventures
would not be a good
fit and are as such
not allowed.
Backgrounds
Any and all backgrounds in the D&D
Players Handbook can be chosen
for your character. More setting
and adventure specific backgrounds
such as those in various player
guides to other adventures would
not be a good fit and are as such
not allowed.
Equipment
All characters start with their
starting equipment as a level 1
character. Equipment is thus
gained through class and
background choice.
In addition to the starting
equipment each character has 1
Potion of healing (page 153
Players Handbook) with him at the
beginning of the adventure.
Chapter III:
Dungeon Challenge
Rules
Characters
Each party will consist of up to 4
characters built according to the
rules found in this guide.
Characters that do not comply with
these guidelines will not be
allowed to compete. Any questions
regarding character creation
should be asked before play
begins. If any irregularities are
discovered during play the
character will be removed from the
game and the party will have to
continue on without him or her.
Time
In game, the party will have up to
5 hours to complete their task.
This time limit restricts the use
of short and long rests (see
further). If the party takes too
long on one task, another may no
longer be available or possible
later (GMs ruling). In real time
the game will have a duration of
90 minutes. When this time has
passed the adventure will end.
Death
Any character that dies, dies! The
party will have to continue on
without their fallen comrade.
Adventure Score
At the end of the adventure each
group will receive a score
depending on how well they
performed. The score will be
determined as follows
Fighter 3
Soldier
BACKGROUND
PLAYER NAME
ALIGNMENT
EXPERIENCE POINTS
Half-orc
RACE
CHARACTER NAME
INSPIRATION
18
STRENGTH
16
+2
ARMOR
CLASS
PROFICIENCY BONUS
+1
20
INITIATIVE
SPEED
+3
PERSONALITY TRAITS
DEXTERITY
+5 Strength
+1 Dexterity
13
+5 Constitution
-1
Intelligence
IDEALS
BONDS
+0 Wisdom
+1
+1 Charisma
CONSTITUTION
SAVING THROWS
16
+3
INTELLIGENCE
8
-1
Acrobatics (Dex)
Arcana (Int)
+5
Deception (Cha)
History (Int)
Insight (Wis)
Investigation (Int)
10
Medicine (Wis)
Nature (Int)
CHARISMA
12
+1
FAILURES
NAME
+3 Intimidation (Cha)
+2
SUCCESSES
HIT DICE
+0
3D10
DEATH SAVES
FLAWS
Athletics (Str)
WISDOM
Total
Longsword
+5
D8 +5
Crossbow
+3
D8 +1
Relentless endurance:
1/day fall to 1hp instead
of 0hp
Perception (Wis)
Performance (Cha)
Persuasion (Cha)
Religion (Int)
Stealth (Dex)
Survival (Wis)
SKILLS
Common
Orc
SP
EP
GP
10
PP
Darkvision 60ft
EQUIPMENT
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CHARACTER NAME
AGE
HEIGHT
WEIGHT
EYES
SKIN
HAIR
NAME
SYMBOL
CHARACTER APPEARANCE
CHARACTER BACKSTORY
TREASURE
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SPELLCASTING
ABILITY
SPELLCASTING
CLASS
SPELL
LEVEL
CANTRIPS
SLOTS TOTAL
ED
PR
SLOTS EXPENDED
1
EPAR
SPELL SAVE DC
7
SPELL NAME
SPELLS KNOWN
5
9
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SPELL ATTACK
BONUS
Rogue 3
Criminal
BACKGROUND
PLAYER NAME
ALIGNMENT
EXPERIENCE POINTS
Halfling
RACE
CHARACTER NAME
INSPIRATION
14
STRENGTH
+2
ARMOR
CLASS
PROFICIENCY BONUS
+3
25
INITIATIVE
SPEED
-1
PERSONALITY TRAITS
DEXTERITY
16
-1
Strength
+5
Dexterity
+3
Constitution
+3 Intelligence
IDEALS
BONDS
+1 Wisdom
+3
+0 Charisma
CONSTITUTION
SAVING THROWS
16
+3
INTELLIGENCE
13
+1
12
Arcana (Int)
Athletics (Str)
+2
Total
Acrobatics (Dex)
Insight (Wis)
Intimidation (Cha)
NAME
Medicine (Wis)
+3
Performance (Cha)
Persuasion (Cha)
+5
D6 +3+*
Shortbow
+5
D6 +3
daggers
+5/+5
d4+3 / d4
+5
+7
Stealth (Dex)
Religion (Int)
FLAWS
short-sword
Perception (Wis)
DEATH SAVES
Nature (Int)
CHARISMA
SUCCESSES
FAILURES
Deception (Cha)
History (Int)
3D8
HIT DICE
+1
10
+5
+3 Investigation (Int)
WISDOM
+0
Survival (Wis)
SKILLS
thieves cant
* sneak attack +2d6
Common
Halfling
thieves cant
SP
EP
GP
PP
15
shortbow and 20
arrows
leather armor
burglars pack
shortsword
daggers
Thieves tools
1 Potion of healing
(2d4+4)
EQUIPMENT
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CHARACTER NAME
AGE
HEIGHT
WEIGHT
EYES
SKIN
HAIR
NAME
SYMBOL
CHARACTER APPEARANCE
CHARACTER BACKSTORY
TREASURE
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SPELLCASTING
ABILITY
SPELLCASTING
CLASS
SPELL
LEVEL
CANTRIPS
SLOTS TOTAL
SLOTS EXPENDED
EPAR
SPELL NAME
ED
PR
SPELL SAVE DC
SPELLS KNOWN
5
9
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SPELL ATTACK
BONUS
Cleric 3
Acolyte
BACKGROUND
Aasimar
Good
ALIGNMENT
RACE
CHARACTER NAME
PLAYER NAME
EXPERIENCE POINTS
INSPIRATION
18
STRENGTH
13
+2
ARMOR
CLASS
PROFICIENCY BONUS
-1
20
INITIATIVE
SPEED
+1
PERSONALITY TRAITS
+1 Strength
DEXTERITY
-1
Dexterity
+2
Constitution
+0 Intelligence
IDEALS
BONDS
+5 Wisdom
-1
+3 Charisma
CONSTITUTION
SAVING THROWS
15
+2
INTELLIGENCE
10
+0
Acrobatics (Dex)
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
+5
16
+3
+5
+1
DEATH SAVES
FLAWS
Mace
+3
d6+1
crossbow
+1
d8-1
Medicine (Wis)
Perception (Wis)
NAME
Insight (Wis)
Nature (Int)
13
HIT DICE
Darkvision 60ft
Performance (Cha)
CHARISMA
SUCCESSES
Investigation (Int)
3D8
FAILURES
Intimidation (Cha)
WISDOM
Total
+3
Persuasion (Cha)
+2
Religion (Int)
Stealth (Dex)
Survival (Wis)
SKILLS
Common
celestial
SP
EP
GP
PP
15
mace
chain mail
Priests pack
shield
holy symbol
light crossbow and 20
bolts
1 Potion of healing
(2d4+4)
EQUIPMENT
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CHARACTER NAME
AGE
HEIGHT
WEIGHT
EYES
SKIN
HAIR
NAME
SYMBOL
CHARACTER APPEARANCE
CHARACTER BACKSTORY
TREASURE
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Cleric
SPELLCASTING
CLASS
CANTRIPS
16
13
+5
SPELLCASTING
ABILITY
SPELL SAVE DC
SPELL ATTACK
BONUS
Light
Guidance
Resistance
SPELL
LEVEL
SLOTS TOTAL
EPAR
PR
7
SPELL NAME
ED
SPELLS KNOWN
SLOTS EXPENDED
Bless
Cure wounds
healing word
guiding bolt
Sanctuary
Shield of faith
spiritual weapon
prayer of healing
5
9
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GUIDANCE
LIGHT
RESISTANCE
CASTING TIME
RANGE
CASTING TIME
RANGE
CASTING TIME
RANGE
COMPONENTS
DURATION
COMPONENTS
DURATION
COMPONENTS
DURATION
1 action
V, S
Touch
Concentration, up to 1
minute
Divination cantrip
Cleric
RANGE
COMPONENTS
DURATION
1 action
V, S
Touch
Instantaneous
Cleric
Necromancy cantrip
1 action
V, M
Touch
1 hour
a re y or phosphorescent moss
You touch one object that is no larger than 10
feet in any dimension. Until the spell ends, the
object sheds bright light in a 20-foot radius and
dim light for an additional 20 feet. The light can
be colored as you like. Completely covering the
object with something opaque blocks the light.
The spell ends if you cast it again or dismiss it as
an action.
If you target an object held or worn by a hostile
creature, that creature must succeed on a
Dexterity saving throw to avoid the spell.
Cleric
Evocation cantrip
1 action
V, S, M
Touch
Concentration, up to 1
minute
Cleric
Abjuration cantrip
BLESS
CURE WOUNDS
CASTING TIME
RANGE
CASTING TIME
RANGE
COMPONENTS
DURATION
COMPONENTS
DURATION
1 action
V, S, M
30 feet
Concentration, up to 1
minute
Cleric (Life)
1 action
V, S
Touch
Instantaneous
Cleric (Life)
GUIDING BOLT
HEALING WORD
CASTING TIME
RANGE
CASTING TIME
RANGE
COMPONENTS
DURATION
COMPONENTS
DURATION
1 action
V, S
120 feet
1 round
Cleric
1 bonus action
V
60 feet
Instantaneous
Cleric
SANCTUARY
SHIELD OF FAITH
CASTING TIME
RANGE
CASTING TIME
RANGE
COMPONENTS
DURATION
COMPONENTS
DURATION
1 bonus action
V, S, M
30 feet
1 minute
Cleric
1 bonus action
V, S, M
60 feet
Concentration, up to 10
minutes
Cleric (War)
LESSER RESTORATION
PRAYER OF HEALING
CASTING TIME
RANGE
CASTING TIME
RANGE
COMPONENTS
DURATION
COMPONENTS
DURATION
1 action
V, S
Touch
Instantaneous
Cleric (Life)
10 minutes
V
30 feet
Instantaneous
Cleric
SPIRITUAL WEAPON
CASTING TIME
RANGE
COMPONENTS
DURATION
1 bonus action
V, S
60 feet
1 minute
Cleric (War)
Warlock 3
Sage
BACKGROUND
PLAYER NAME
ALIGNMENT
EXPERIENCE POINTS
Tiefling
RACE
CHARACTER NAME
INSPIRATION
12
STRENGTH
+2
ARMOR
CLASS
PROFICIENCY BONUS
+1
30
INITIATIVE
SPEED
-1
PERSONALITY TRAITS
DEXTERITY
12
-1
Strength
+1
Dexterity
+2
Constitution
+2 Intelligence
+1
+2 Wisdom
+5 Charisma
CONSTITUTION
SAVING THROWS
14
+2
INTELLIGENCE
Acrobatics (Dex)
+4
+2
WISDOM
+4
Insight (Wis)
Intimidation (Cha)
Nature (Int)
+0
Perception (Wis)
Performance (Cha)
17
+3
NAME
+4 Investigation (Int)
SUCCESSES
FAILURES
History (Int)
10
BONDS
HIT DICE
Medicine (Wis)
CHARISMA
Arcana (Int)
Deception (Cha)
IDEALS
DEATH SAVES
FLAWS
Athletics (Str)
14
Total
+5
Eldritch blast
+5
d10+3
Quarterstaff
+1
d6-1 or d8 -1
Crossbow
+3
d6 +1
Religion (Int)
Stealth (Dex)
Survival (Wis)
SKILLS
Common
Infernal
Celestial
Draconic
SP
EP
GP
PP
Persuasion (Cha)
Darkvision 60ft
10
EQUIPMENT
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CHARACTER NAME
AGE
HEIGHT
WEIGHT
EYES
SKIN
HAIR
NAME
SYMBOL
CHARACTER APPEARANCE
CHARACTER BACKSTORY
TREASURE
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Warlock
SPELLCASTING
CLASS
CANTRIPS
17
13
+5
SPELLCASTING
ABILITY
SPELL SAVE DC
SPELL ATTACK
BONUS
Thaumaturgy
Eldritch blast
Blade ward
Guidance
Fire bolt
SPELL
LEVEL
SLOTS TOTAL
SLOTS EXPENDED
EPAR
PR
ED
SPELL NAME
SPELLS KNOWN
Armor of Agathys
Misty step
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BLADE WARD
ELDRITCH BLAST
CASTING TIME
RANGE
CASTING TIME
RANGE
COMPONENTS
DURATION
COMPONENTS
DURATION
1 action
V, S
Self
1 round
Warlock
Abjuration cantrip
1 action
V, S
120 feet
Instantaneous
Warlock
Evocation cantrip
ARMOR OF AGATHYS
CASTING TIME
RANGE
COMPONENTS
DURATION
1 action
V, S, M
Self
1 hour
a cup of water
A protective magical force surrounds you,
manifesting as a spectral frost that covers you
and your gear. You gain 5 temporary hit points
for the duration. If a creature hits you with a
melee attack while you have these hit points,
the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, both the
temporary hit points and the cold damage
increase by 5 for each slot level above 1st.
Warlock
FALSE LIFE
CASTING TIME
RANGE
COMPONENTS
DURATION
1 action
V, S, M
Self
1 hour
Warlock (Undying)
HELLISH REBUKE
HEX
WITCH BOLT
CASTING TIME
RANGE
CASTING TIME
RANGE
CASTING TIME
RANGE
COMPONENTS
DURATION
COMPONENTS
DURATION
COMPONENTS
DURATION
1 reaction
V, S
60 feet
Instantaneous
Warlock
1 bonus action
V, S, M
90 feet
Concentration, up to 1
hour
Warlock
1 action
V, S, M
30 feet
Concentration, up to 1
minute
Warlock
MISTY STEP
CASTING TIME
RANGE
COMPONENTS
DURATION
1 bonus action
V
Self
Instantaneous
Warlock
FIRE BOLT
CASTING TIME
RANGE
COMPONENTS
DURATION
1 action
V, S
120 feet
Instantaneous
Sorcerer
Evocation cantrip
GUIDANCE
THAUMATURGY
CASTING TIME
RANGE
CASTING TIME
RANGE
CASTING TIME
RANGE
COMPONENTS
DURATION
COMPONENTS
DURATION
COMPONENTS
DURATION
1 action
V, S
Touch
Concentration, up to 1
minute
Cleric
Divination cantrip
1 action
V, S
Touch
Instantaneous
Cleric
Necromancy cantrip
1 action
V
30 feet
Up to 1 minute
Cleric
Transmutation cantrip
FALSE LIFE
CASTING TIME
RANGE
COMPONENTS
DURATION
1 action
V, S, M
Self
1 hour
Cleric (Death)