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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers League, all other
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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-Bochat 31, 2800 Delmont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
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KAI DYNASTY
KAI DYNASTY
ADVENTURE BACKGROUND
ADVENTURE HOOKS
IMPORTANT NPCS
INT
WIS
CHA
Actions
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KAI DYNASTY
CHA
Actions
INT
WIS
CHA
Actions
Not for resale. Permission granted to print or photocopy this document for personal use only.
KAI DYNASTY
INT
WIS
INT
WIS
CHA
CHA
Actions
Actions
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KAI DYNASTY
THE CAMP
AKAIS CAPTURE
DESERT WEATHER
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KAI DYNASTY
PUZZLE
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KAI DYNASTY
Once at the first oasis, you should mark down Takai and
Likais location. The party now needs to chase these
through the desert in an attempt to catch up to them
before they reach the Kai Monastery. Below is a map of
the desert including the magical oases in the way.
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KAI DYNASTY
RANDOM ENCOUNTER
Encounter
1d4 Giant Scorpions
1 Mind Flayer
1 Camel (non-combat encounter)
1d6 + 3 Lions
Bedine Tribe (may be a non-combat encounter)
5 Giant Spiders Night
1 Poisonous Snake Night
(may be a non-combat encounter)
1 Adult Brass Dragon Night
(deadly may be a non-combat encounter)
Bedine Tribe Night
(may be a non-combat encounter)
1d8 + 6 Swarm of Insects - Night
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KAI DYNASTY
MONASTERY EVENT
GENERAL EVENT
KAI SIBLINGS
RELEASING ELIKAI
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KAI DYNASTY
M3: GATE
M4: SQUARE
M5: TAVERN
M6: PRISON
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KAI DYNASTY
10
M7: CASTLE
M8: UNDERGROUND
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KAI DYNASTY
11
room, and just as they enter the room going from the
M2 entrance, the trap is sprung. Only by using this trap
to damage the phylactery, can the amulet be destroyed.
Rolling Stone Wheel Trap A groove in the floor
lets a large heavy rolling stone wheel roll back and
forth, crushing anyone who isnt careful when entering
or exiting the room. Elikais phylactery can only be
destroyed by placing it in the groove in the floor and
letting the wheel break the amulet.
With a successful Wisdom (Perception) DC 11
check a character can spot the groove in the floor and
hear the rolling wheel. The wheel becomes apparent
when looking closer counting as an automatic success
on any Intelligence (Investigation) checks. The wheel
rolls initiative with a +5 bonus. On its turn, it moves
across the room in a straight line following the groove
in the floor. Whenever the wheel enters a creatures
space or a creature enters its space while its rolling,
that creature must succeed on a DC 11 Dexterity saving
throw or take 11 (2d10) bludgeoning damage and be
knocked prone.
As an action, a creature within 5 feet of the wheel can
attempt to slow it down with a DC 20 Strength check.
On a successful check, the wheel is stopped until the
creature lets go of it.
CONCLUSION
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KAI DYNASTY
12
Jakai Monk
INT
WIS
CHA
Actions
Jakai Psionicist
INT
WIS
CHA
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KAI DYNASTY
13
Actions
Jukai Monk
INT
WIS
CHA
Actions
Jukai Psionicist
INT
WIS
CHA
Actions
Pekai Monk
INT
WIS
CHA
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KAI DYNASTY
14
Skills Perception +6
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish
Challenge 1/2 (100 XP)
Pekai Psionicist
Actions
INT
WIS
CHA
Actions
Actions
Kai Guard
INT
WIS
CHA
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KAI DYNASTY
15