TEXT: 1
  
  2
  Introduction
  Author
  J. Evans Payne
  Character Art
  Ethan Slayton
  Scene Art
  Jack Kaiser
  Iconography 
  J. Payne
  Design & Concept
  Jason Payne
  Developer
  Jason E. Payne
  Producer
  Jason Evans Payne
  Editor
  J. E. Payne
  Layout and Graphic Design
  Jason E. P.
  Cover Art and Logos
  Enyap Nosaj
  Cartography
  J. Evans Payne
  Typesetting
  J. Snave Enyap
  Proofreading
  Beattin A. Dedhaurs
  Indexing
  Microsoft Word
  Thanks 
  To my friends from middle school, who embraced this 
  silly nerdy hobby as a welcome escape from the pressures 
  everyone endures in that environment.
  To my friends from high school, who rekindled my love of 
  the game that was now used as the basis of philosophical 
  discussions and dreaming about the future.
  To my friends from college, who stuck with all manner 
  of nerdy obsessions of mine through the years, despite 
  dwindling free time in which to pursue such things, and 
  increasing responsibilities in other realms.
  Special Thanks: Kickstarter Backers
  Thank you for believing in me, when all I had to prove myself 
  was an idea, a blurb, a handful of maps, and a dream.  
  The product you hold in your hands—or store on your hard 
  drive—is a direct result of your faith, and support.  I can’t 
  thank you enough.
  Druids
  • Lykos Vlk
  • Brandon Walsh
  • Bryan Beasley
  • David Chayet
  • Debra Lieven
  • Giovanni Ocampo
  • Hawk Silverthorn
  • James Buys (warren the gray)
  • Janel A
  • Jonathan Steffens
  • Juan-Carlos Rivera
  • Michael Waters
  • Nicole Winter
  • Ryan D. Holleman
  • Sean V. Owen
  • S J Jennings
  • The LemmingLord El Diablo
  • Thomas Milazzo
  • Tiger D. Swan
  • Todd P Hansen
  • Wanderer
  Mayors & Councilmembers
  • Bernie “Murkatos” McCormick
  • Lawrence O’Boyle
  • Robert Mullins
  Completionists
  • Richard Loh
  • Jeremy Siemon
  • Paul S.
  • Richard “Eskimo” Jones
  • J Levine
  • Please do not add my name to the credits
  • Jeremy Suiter, a.k.a. Barek Firebeard
  • Jeff “Sage” Trisoliere
  • Martin St-Laurent
  • Benjamin Bernard
  • Oliver Volland
  • Dr. Donald A. Turner
  • Nicholas Harvey
  Colophon
  
  3
  Introduction
  • Thalji
  • Amadan
  • Bulldozers
  • Redfuji6
  • Jamie Van Lengen
  • Roger Haxton
  • H. Howell
  • Cally Harper
  • Steve “Sammeal” Reinhart
  • Charles Marshall
  • Rhel ná DecVandé
  • Stormraider
  Historians
  • Kary “Realm Master K” Williams
  • Luca Basset
  • Stephen P.D, Kelley
  • Stefan Friedl
  • Tobias Widlund
  • Justin Whitman
  • ZoZoBop
  • Richard Isaak
  • Paul Lukianchuk
  • Charles “Lukkychukky” Ulveling
  • Fettzer
  • Earl B. Bingham
  • Archania’s Workshop, LLC
  • J. David Porter
  • Kandy Dolan
  • Eggyz
  • V. Pesola
  Historians
  • G. “Fluido” Fasano
  • Danny Wilson
  • Imban
  • Gregory McWhirter
  • David Stephenson
  • Delnurfin Feadiel
  • Andrew Lotton
  • Robert Wiesehuegel
  • A Wong
  • J W Carroll
  • Scott Crandall
  • Anon
  • Martin Blake
  • Lester Ward
  • Bartholomew Jackson
  • Andrew Weill
  • Robert McNeal
  • Étienne De Sloover
  • ANton H.
  • AinvarG
  • Ben Fowler
  • Sam Hillaire
  • MarsSenex
  • Aaron J. Schrader
  • Michael Schwan
  • Chris Sulat
  • Sam Rosenthal
  • Kevin J O’Brien
  • Nathan Blaylock
  • Stefan “Melwyn” Kruse
  • J. Michael Lanaghan
  • Jon R. Terry
  • Boberto
  • Brien “CriticalFailure” Borchardt
  • Cory Aughenbaugh
  • MICHAEL J BENENSKY
  Citizens
  • Oliver von Spreckelsen
  • Crispin Moakler
  • Jonathan Smith
  • Marc Margelli
  • Paul Fowler
  • Doug Berigan
  • Jordi Rabionet Hernandez
  • Simon Hunt
  • philippe Roby
  • Uwe Nagel
  • David vun Kannon
  • Joshua F. Knowles
  • Ryan Lynn
  • Joe Medica
  • Loren Siebold
  • Ed Kowalczewski
  • Anthony Allan
  • Bill Weir
  • Christian Klein
  • Ender
  • Kothoga
  • Adam Jacobsen
  • Terry Adams
  • J.Goodwins
  • Kohuda
  • Andreas Monitzer
  • Jasper Akhkharu
  • Ashran Firebrand
  • Andreas Löckher
  • Michael L.
  • n/a
  • Inspector Butters
  • n/a
  • Chris Walker-Bush
  • Christopher Stoll
  • Anthony Craig Senatore
  • n/a
  • Eric M Jackson
  • Wrongtwins
  • Ashran Firebrand
  • Isaac
  • John “johnkzin’ Rudd
  • John Bowlin (virtuadept)
  • Chubby Kobold Gaming
  • Kevin Raines
  • K. Clark
  • Amadan
  • Martin Heim
  • Michael Smith
  • n/a
  • AinvarG
  • sketch_ferret
  • R.L. Frazier-Evans
  • n/a
  • Nerelax
  • Robert McNeal
  • rauskel
  • Russell Ventimeglia
  • Ryan Moore
  • Steve Fletcher
  • Steve Lord
  • Delnurfin Feadiel
  • Wes Rist
  • William P. Payne
  • William T Beck
  • Aaron Askam
  • Anthong Malpezzi
  • Aurélien LENGRAND
  • Blarghedy
  • Carlos Arias
  • n/a
  • David DeRocha
  • Dbgtinfinite
  • Éric Lévesque-Saumier
  • John Duffield
  • ZoZoBop
  • Nick Fin
  • Paul y cod asyn Jarman
  • TheMadPhoenix
  • Scott Balliet
  • Scott Crandall
  • Archania’s Workshop, LLC
  Passersby
  • J. Philip Ezrickson
  • Elton Robb
  
  4
  Introduction
  Infinium Game Studio is:
  CEO
  J. Evans Payne
  Creative Director
  J. Evans Payne
  Lead Editor
  J. Evans Payne
  VP Marketing & Sales
  J. Evans Payne
  CFO
  J. Evans Payne
  Artistic Director
  J. Evans Payne
  Legal Stuff
  Druid Enclave © 2019 J. Evans Payne.  
  Reproduction without the written permission of the author 
  is expressly forbidden.  Dark Obelisk, Berinncorte, Mondaria, 
  and Aquilae are trademarks of Infinium Game Studio, all 
  rights reserved. 
  All characters, names, places, items, art and text herein are copyrighted by J. 
  Evans Payne.  The mention of or reference toany company or product in these 
  pages is not a challenge to the trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse 
  this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://
  paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Dedication
  This book is dedicated to my mother, who proudly displays each and every one of my books in her living room, whether 
  they’re any good or not.  She stuck with my early-childhood hatred of writing and work, and has encouraged me endlessly as 
  I’ve slowly, gradually, turned that around.  Love you, Mom.  :)
  Foreward
  Oops.  I did it again.
  I turned a ~200-300 page book into a massive doorstop of a 
  tome.  I ran the page count right up t—literally, right up to—
  the very maximum limit of what my publisher and printer 
  can support and allows.
  Druid Enclave is a massive, sprawling situation.  It’s a city 
  setting.  It’s a set of quests.  It’s a foreward, a suffix, and 
  a wrapper for the equally-massive Dark Obelisk 2 mega-
  adventure.
  On its own, DO2 is the largest single adventure setting ever 
  published.  Taken together, DO2 and Druid Enclave represent 
  dozens, if not over a hundred, gaming sessions’ worth of 
  content, quests, and adventure.
  I’d originally intended Druid Enclave to be a launchpad, a 
  kind of healing station, almost, for those wishing to embark 
  upon the DO2 adventure.  
  Along the way, the Enclave turned into something much 
  larger.  Political intrigue, darkness in the characters, and a 
  huge assortment of factions... it’s become a thing unto itself.
  One of many.  Stick around.  We’re just getting started, here.
  J. Evans Payne
  Malvern, Pennsylvania
  June 2019
  
  5
  Introduction
  Table of Contents
  Colophon 
  2
  Foreward 
  4
  Table of Contents 
  5
  About Infinium Game Studio 
  7
  FlexTale 
  8
  Introduction 
  10
  The Campaign World 
  18
  City Overview 
  20
  An Overview of the Druid Enclave 
  21
  The Council 
  25
  The Council of Elders 
  26
  Factions 
  31
  Factions in the Druid Enclave 
  32
  Religious Factions 
  37
  Sheergath, God of Resigned Fate 
  38
  Zugul, Lord of Order 
  40
  Local Factions 
  43
  Dwarven Mining Union 
  44
  Elven Administration 
  47
  Enclave Security 
  50
  The Moss 
  54
  Thornpriests 
  57
  Rake & Sickle 
  60
  Arrow & Sinew 
  62
  Pelters 
  64
  Treekeepers 
  66
  Leaf Whisperers 
  68
  Enclave Trainers 
  71
  Stalwart Society 
  74
  Realm Factions 
  77
  The Scarlet Path 
  78
  Lowman’s Group 
  80
  Order Mechanique 
  82
  Meatsmiths 
  84
  Liquid Guardians 
  86
  Antimagic Shell 
  88
  Platinum Flag 
  90
  Katkalls 
  92
  Mace and Blade 
  94
  Emerald Garden 
  96
  Wild Kingdom 
  98
  Adamantium Trail 
  100
  Squirrelheel Couriers 
  102
  Ever-Present Occulus 
  104
  Rumors & Lore 
  106
  Events & City Encounters 
  117
  Events & City Encounters 
  118
  Druid Enclave: 
  Side Projection Overview 
  123
  Map 1: Druid Enclave Side Projection, Overview 
  124
  Druid Enclave: 
  Ground Floor 
  125
  Map 2: Druid Enclave Side Projection, Ground Level 
  126
  Map 3: Druid Enclave Ground Floor Overview (DE-GL-O) 
  127
  Level Introduction: Druid Enclave Ground Level 
  128
  Map 4: Ground Floor, Interior West Overview (DE-GL-IW-O) 
  131
  Map 5: Ground Floor, Interior East Overview (DE-GL-IE-O) 
  132
  Map 6: Ground Floor, Interior Center Overview (DE-GL-IC-O) 
  133
  Map 7: Guardpost Northwest (DE-GL-GNW) 
  134
  Map 8: Guardpost Northeast (DE-GL-GNE) 
  136
  Map 9: Guardpost West (DE-GL-GW) 
  138
  Map 10: Guardpost Southwest (DE-GL-GSW) 
  140
  Map 11: Guardpost East (DE-GL-GE) 
  142
  Map 12: Guardpost Southeast (DE-GL-GSE) 
  144
  Map 13: Gatehouse Complex Overview (DE-GL-GHC-O) 
  146
  Map 14: Gatehouse Complex West (DE-GL-GHC-W) 
  148
  Map 15: Gatehouse Complex East (DE-GL-GHC-E) 
  151
  Map 16: Entry Courtyard (DE-GL-EC-O) 
  154
  Map 17: Garrison Northwest Overview (DE-GL-GNW-O) 
  156
  Map 18: Garrison Northwest Barracks (DE-GL-GNW-BR) 
  158
  Map 19: Garrison Northwest Dining Hall (DE-GL-GNW-DH) 
  160
  Map 20: Garirson Northwest Kitchen (DE-GL-GNW-KT) 
  162
  Map 21: Garrison Northwest Storage (DE-GL-GNW-ST) 
  164
  Map 22: Garrison Northwest Common Area (DE-GL-GNW-CA) 
  166
  Map 23: Garrison Northwest Gate Control (DE-GL-GNW-GC) 
  168
  Map 24: Garrison Northeast Overview (DE-GL-GNE-O) 
  170
  Map 25: Garrison Northeast Barracks (DE-GL-GNE-BR) 
  172
  Map 26: Garrison Northeast Dining Hall (DE-GL-GNE-DH) 
  174
  Map 27: Garrison Northeast Kitchen (DE-GL-GNE-KT) 
  176
  Map 28: Garrison Northeast Gate Control (DE-GL-GNE-GC) 
  178
  Map 29: Garrison Northeast Common Area (DE-GL-GNE-CA) 
  180
  Map 30: Elevator Complex (DE-GL-ELEV) 
  182
  Map 31: Blacksmith (DE-GL-BS) 
  185
  Map 32: Elevator Guardpost (DE-GL-EGS) 
  188
  Map 33: Herbalist / Apothecary (DE-GL-HA) 
  190
  Map 34: Elder Residence 7 (DE-GL-ER7) 
  193
  Map 35: Elder Residence 6 (DE-GL-ER6) 
  196
  Map 36: Sage (DE-GL-SG) 
  198
  Map 37: Elder Residence 3 (DE-GL-ER3) 
  201
  Map 38: Tailor (DE-GL-TL) 
  203
  Map 39: General Store (DE-GL-GS) 
  205
  Map 40: Elder Residence 1 (DE-GL-ER1) 
  208
  Map 41: Forest Temple (DE-GL-FT) 
  211
  Map 42: Healer (DE-GL-HL) 
  214
  Map 43: Cathedral of the Hardened Trunk (DE-GL-CHT) 
  216
  Map 44: Council Chambers Overview (DE-GL-CC-O) 
  218
  Map 45: Council Chambers, Office North (DE-GL-CC-ON) 
  220
  Map 46: Council Chambers, Office Center (DE-GL-CC-OC) 
  222
  Map 47: Council Chambers, Office South (DE-GL-CC-OS) 
  224
  Map 48: Council Chambers, Cook & Storage (DE-GL-CC-CS) 
  226
  Map 49: Council Chambers, Food Staging (DE-GL-CC-FS) 
  228
  Map 50: Council Chambers, Entry Hall (DE-GL-CC-EH) 
  230
  Map 51: Council Chambers, Council Foyer (DE-GL-CC-CF) 
  232
  Map 52: Council Chambers, Formal Chambers (DE-GL-CC-FC) 
  235
  Map 53: Elder Residence 2 (DE-GL-ER2) 
  237
  Map 54: Elder Residence 5 (DE-GL-ER5) 
  239
  Map 55: Elder Residence 4 (DE-GL-ER4) 
  241
  Map 56: Entry Gardens West (DE-GL-EGW) 
  243
  Map 57: Entry Gardens East (DE-GL-EGE) 
  245
  Second Level 
  247
  Map 58: Druid Enclave Side Projection, Second Level 
  248
  Map 59: Second Level Overview (DE-SL-O) 
  249
  Level Introduction: Druid Enclave Second Level 
  250
  Map 60: Guardpost Northwest (DE-SL-GNW) 
  252
  Map 61: Guardpost Northeast (DE-SL-GNE) 
  254
  Map 62: Guardpost West (DE-SL-GW) 
  256
  Map 63: Guardpost Southwest (DE-SL-GSW) 
  258
  Map 64: Guardpost East (DE-SL-GE) 
  260
  Map 65: Guardpost Southeast (DE-SL-GSE) 
  262
  Map 66: Gatehouse Complex Overview (DE-SL-GHC-O) 
  264
  Map 67: Gatehouse Complex West (DE-SL-GHC-W) 
  266
  Map 68: Gatehouse Complex East (DE-SL-GHC-E) 
  269
  Underground: 
  Level 1 
  271
  Map 69: Druid Enclave Side Projection, Underground Level 1 
  272
  Map 70: Underground Level 1, Overview (DE-B1-O) 
  273
  Level Introduction: Underground Level 1 
  274
  Map 71: Guardpost Northwest Basement (DE-B1-GNW-B) 
  278
  Map 72: Guardpost Northeast Basement (DE-B1-GNE-B) 
  281
  Map 73: Guardpost West Basement (DE-B1-GW-B) 
  284
  Map 74: Guardpost Southwest Basement (DE-B1-GSW-B) 
  286
  Map 75: Guardpost East Basement (DE-B1-GE-B) 
  288
  Map 76: Guardpost Southeast Basement (DE-B1-GSE-B) 
  290
  Map 77: Gatehouse Complex West Basement (DE-B1-GHW-B) 
  293
  Map 78: Gatehouse Complex East Basement (DE-B1-GHE-B) 
  296
  Map 79: Secret Passage North (DE-B1-SP-N) 
  299
  Map 80: Secret Passage Northeast (DE-B1-SP-NE) 
  301
  Map 81: Secret Passage East (DE-B2-SP-E) 
  303
  Map 82: Secret Passage Gatehouse Connector (DE-B1-SP-GHC) 
  305
  Map 83: Secret Passage Northwest (DE-B1-SP-NW) 
  307
  Map 84: Secret Passages West (DE-B1-SPS-W) 
  309
  Map 85: Secret Passages East (DE-B1-SPS-E) 
  311
  Map 86: Secret Passages South (DE-B1-SPS-S) 
  313
  
  6
  Introduction
  Map 87: Elevator Up (DE-B1-EU) 
  315
  Map 88: Elevator Complex Overview (DE-B1-EC-O) 
  317
  Map 89: Elevator Down Northwest (DE-B1-ED-NW) 
  319
  Map 90: Elevator Down Northeast (DE-B1-ED-NE) 
  321
  Map 91: Elevator Down Southeast (DE-B1-ED-SE) 
  323
  Map 92: Elevator Down Southwest (DE-B1-ED-SW) 
  325
  Underground: 
  Level 2 
  327
  Map 93: Druid Enclave Side Projection, Underground Level 2 
  328
  Map 94: Underground, Level 2, Overview (DE-B2-O) 
  329
  Level Introduction: Underground Level 2 
  330
  Map 95: Northwest Quarter Overview (DE-B2-NWQ-O) 
  333
  Map 96: Northwest Quarter, Northeast Residences (DE-B2-NWQ-NER)
   
  335
  Map 97: Northwest Quarter, Southwest Residences (DE-B2-NWQ-SWR)
   
  337
  Map 98: Northeast Quarter Overview (DE-B2-NEQ-O) 
  339
  Map 99: Noble Residence 1 (DE-B2-NR1) 
  341
  Map 100: Noble Residence 2 (DE-B2-NR2) 
  343
  Map 101: Southeast Quarter Overview (DE-B2-SEQ-O) 
  345
  Map 102: Merchant Queen Residence & Office (DE-B2-SEQ-MQR) 
  347
  Map 103: Merchant Prince Residence & Office (DE-B2-SEQ-MPR) 
  349
  Map 104: Southwest Quarter Overview (DE-B2-SWQ-O) 
  351
  Map 105: Socialite Residence (DE-B2-SR) 
  353
  Map 106: Wyrida’s Residence (DE-B2-WR) 
  355
  Map 107: Clarida’s Residence (DE-B2-CR) 
  357
  Map 108: Secret Chamber Center (DE-B2-SCC) 
  359
  Map 109: Secret Chamber East (DE-B2-SCE) 
  362
  Map 110: Secret Chamber West (DE-B2-SCW) 
  365
  Map 111: Impassible Caverns Northwest (DE-B2-ICNW) 
  368
  Map 112: Impassible Caverns Northeast (DE-BM2-ICNE) 
  370
  Map 113: Impassible Caverns Southwest (DE-BM2-ICSW) 
  372
  Map 114: Impassible Caverns Southeast (DE-BM2-ICSE) 
  374
  Underground: 
  Level 3 
  376
  Map 115: Druid Enclave Side Projection, Underground Level 3 
  377
  Map 116: Underground, Level 3, Overview (DE-B3-O) 
  378
  Level Introduction: Underground Level 3 
  379
  Map 117: Northwest Overview (DE-B3-NW-O) 
  382
  Map 118: Northwest Elevator Chamber (DE-B3-NW-EC) 
  384
  Map 119: Northwest Secret Bridge (DE-B3-NW-SB) 
  386
  Map 120: Northwest Corridor Overview (DE-B3-NWC-O) 
  388
  Map 121: Northwest Corridor, North (DE-B3-NWC-N) 
  390
  Map 122: Northwest Corridor, Center (DE-B3-NWC-C) 
  392
  Map 123: Northwest Corridor, South (DE-B3-NWC-S) 
  394
  Map 124: Northeast Overview (DE-B3-NE-O) 
  396
  Map 125: Northeast Elevator Chamber (DE-B3-NE-EC) 
  398
  Map 126: Northeast Secret Bridge (DE-B3-NE-SB) 
  400
  Map 127: Northeast Corridor Overivew (DE-B3-NEC-O) 
  402
  Map 128: Northeast Corridor, North (DE-B3-NEC-N) 
  404
  Map 129: Northeast Corridor, Center (DE-B3-NEC-C) 
  406
  Map 130: Northeast Corridor, South (DE-B3-NEC-S) 
  408
  Map 131: Northern Secret Bridge (DE-B3-N-SB) 
  410
  Map 132: Southeast Overview (DE-B3-SE-O) 
  412
  Map 133: Southeast Elevator Chamber (DE-B3-SE-EC) 
  414
  Map 134: Southeast Secret Caves (DE-B3-SE-SC) 
  416
  Map 135: Southeast Corridor Overview (DE-B3-SEC-O) 
  418
  Map 136: Southeast Corridor North (DE-B3-SEC-N) 
  420
  Map 137: Southeast Corridor Center (DE-B3-SEC-C) 
  422
  Map 138: Southeast Corridor South (DE-B3-SEC-S) 
  424
  Map 139: Southwest Overview (DE-B3-SW-O) 
  426
  Map 140: Southwest Elevator Chamber (DE-B3-SW-EC) 
  428
  Map 141: Southwest Secret Caves (DE-B3-SW-SC) 
  430
  Map 142: Southwest Secret Chamber (DE-B3-SW-SC) 
  432
  Map 143: Southwest Corridor Overview (DE-B3-SWC-O) 
  434
  Map 144: Southwest Corridor North (DE-B3-SWC-N) 
  436
  Map 145: Southwest Corridor Center (DE-B3-SWC-C) 
  438
  Map 146: Southwest Corridor South (DE-B3-SWC-S) 
  440
  Map 147: Central Chamber (DE-B3-CC) 
  442
  Underground: 
  Level 4 
  445
  Map 148: Druid Enclave Side Projection, Underground Level 4 
  446
  Map 149: Underground Level 4, Overview (DE-B4-O) 
  447
  Level Introduction: Underground Level 4 
  448
  Map 150: Fissures Northwest (DE-B4-FNW-O) 
  451
  Map 151: Fissures Northeast (DE-B4-FNE-O) 
  453
  Map 152: Fissures Southwest (DE-B4-FSW-O) 
  455
  Map 153: Fissures Southeast (DE-B4-FSE-O) 
  457
  Map 154: Central Chamber Overview (DE-B4-CC-O) 
  459
  Map 155: Central Chamber Northwest (DE-B4-CC-NW) 
  461
  Map 156: Central Chamber Northeast (DE-B4-CC-NE) 
  463
  Map 157: Central Chamber Southeast (DE-B4-CC-SE) 
  465
  Map 158: Central Chamber Southwest (DE-B4-CC-SW) 
  467
  Map 159: Central Chamber Elevator Courtyard (DE-B4-EC) 
  469
  Dramatis Personae & Common NPCs 
  471
  Dramatis Personae 
  477
  Gallainne Estarch 
  478
  Ashrem Ilydron 
  483
  Trotysse Airdarr 
  488
  Halabedarr 
  493
  Siriquille 
  498
  Usborn Tossercobb 
  503
  Barksel Ferubrankcht 
  508
  Groob 
  513
  Imay Aldreban 
  518
  Allaha Gorrut 
  523
  Forsythar 
  528
  Sannelle Goregut 
  533
  Jaer 
  538
  Terjonne 
  543
  Ulfgarre Thorngage 
  548
  Seddyn 
  552
  Plakk 
  556
  Gaeryn 
  560
  Tultokka 
  564
  Wubafix 
  568
  Kerrithe 
  572
  Darrlie 
  576
  Rannos Rannthak 
  580
  Anastrianna Liadon 
  585
  Meliannthe 
  590
  Phaelynne Helliar 
  595
  Klasandrel Sullidan 
  600
  Lia Ilphur 
  605
  Clarida 
  610
  Cl 
  610
  Wyrida 
  615
  Common NPCs 
  620
  Anointed Guard 
  621
  Ashleaf Serrator 
  624
  Barkbringer 
  626
  Barkguard 
  628
  Black Market Guard 
  630
  Bladedancer 
  633
  Bladeranger 
  636
  Blightbringer 
  639
  Branchwalker 
  642
  Cataclyst 
  645
  Changemaiden 
  648
  Earthwalker 
  651
  Elite Council Guard 
  653
  Enclave Elite Guard 
  656
  Enclave Guard 
  659
  Enclave Longstrider 
  662
  Enclavefolk 
  665
  Farmer 
  667
  Farsight Guard 
  669
  Fernguard 
  672
  Forest War Rider 
  675
  Forest Worshipper 
  677
  Gladebringer 
  680
  Grassblade Dancer 
  683
  Informant 
  686
  Ingredient Harvester 
  689
  Leafguard 
  692
  Leafpreacher 
  695
  Leafsinger 
  698
  Longsight Crone 
  701
  Merchant Guard 
  703
  Oakguard 
  705
  Rivermaiden 
  707
  
  7
  Introduction
  About Infinium Game Studio
  Founded in 2015, Infinium Game Studio (IGS) came about 
  as the result of a simple mission: Make shared storytelling 
  games easier and more fun for both players and referees 
  alike.  
  Our vision is that Infinium Game Studio empowers referees, 
  players, and the industry entire with innovative gaming 
  tools; high-quality, deeply-designed products; and creative 
  takes on established paradigms.
  Values and Key Differences
  Plays Well With Everyone
  IGS products are engineered to be usable by both novice 
  and veteran gaming groups.  As a result, they must contain 
  everything a novice GM might need to react quickly to his/
  her play group.
  Comprehensive and Immersive
  Each IGS product should “feel real” and come with 
  everything the referee might require to make the setting, 
  context, environment, or other content come alive.
  Everything You Need
  The ideal adventure should contain practically everything 
  you need to run the game, except the core rulebook.  Even 
  the most skilled GM wastes time looking things up in 
  multiple books.  It’s so exceedingly rare that an adventure 
  contain all of the crunch and fluff necessary to run it.
  Maps: Where Are We, Again?
  A picture is worth a thousand words... and also, a thousand 
  seconds of prep time. Visually appealing, easy-to-use, 
  and extensive Maps are an essential part of any shared-
  storytelling experience.
  Pervasive Maps
  Don’t put a building on a map if I can’t go inside it.
  Prepared for Anything
  In a gaming session, a good referee must be prepared for 
  the PCs to explore any aspect of the content.  All too often, 
  an otherwise outstanding adventure will fail to provide 
  for a major percentage of its content.  If there are twenty 
  buildings in a town, but maps for only two of them--well, 
  it’s fairly apparent where the Big Bad is going to be holed 
  up!  Not every map will be riddled with secret passages, 
  custom random encounters, and combat, but there should 
  be something of interest in every building.  Otherwise, it 
  shouldn’t be there!  
  Thoroughness: But What If...?
  It’s possible to have a 16-page adventure that’s wonderful 
  and exciting.  It’s also possible to have a 255-page 
  sourcebook be boring and repetitive.  Striking the right 
  balance between over-padding and under-describing is 
  challenging, but an important part of what we do at IGS.  
  Flexible
  Each product should be usable on its own, completely out 
  of context; as a start to a completely new campaign; as part 
  of the “intended” Adventure Path or associated suite of IGS 
  products; or to insert into an existing ongoing campaign.
  Reusable
  No IGS product is “one and done” by design.
  FlexTale and Comprehensive Design enable this flexibility 
  and reusability.
  Production Quality
  Our goal is to produce world-class products with high 
  production values.
  Rootmaid 
  710
  Rotbringer 
  712
  Sapthriver 
  715
  Scout 
  718
  Shadesmith 
  721
  Synthesist 
  724
  Thief 
  727
  Torrent Mage 
  729
  Vinestalker 
  731
  Weevil Crusader 
  733
  Open Gaming License (OGL) 
  736
  
  8
  Introduction
  FlexTale
  FlexTale™ is an attempt to make roleplaying game adventure 
  content dynamic and interesting.  A module created using 
  FlexTale is different each time it is run.  Treasure, monsters, 
  plot activities, NPC backstories and character arcs, and 
  various actions and plot elements can all occur differently.  
  Differences can occur 
  using the roll of dice, 
  or the GM can simply 
  choose the content 
  that s/he prefers or 
  feels would be most engaging to the play group.
  There are two ways that FlexTale can help make an 
  adventure dynamic: Dynamic Content and Dynamic Plots.
  Dynamic Content
  “Dynamic content” is a FlexTable term that refers to 
  anything in an adventure that can be modified.  Whether one 
  NPC is in love with another, or who murdered the vagrant 
  in the alley behind the town pub—FlexTale dynamic content 
  makes it possible to have several explanations or paths 
  through a story.
  Dynamic Content is made possible by something called a 
  FlexTable™.
  FlexTables
  Most roleplaying game resources have tables—lots and lots 
  of tables, in many cases!  Typically, these tables are two-
  column, or perhaps three-column: you have one column that 
  lists the dice roll result, and you reference that row as the 
  outcome of the randomization.  This is all well and good, 
  but it limits the scenario to that one set of probabilities and 
  outcomes, without accounting for things that happen in the 
  game that you might want to impact those outcomes.
  A Traditional RPG Lookup Table
  “: Traditional Lookup Table” is a typical “what’s in the 
  treasure chest” table that requires rolling a 
   d100.  You 
  roll a d100, and then you look up which row your roll falls 
  into, and then you get your single result.  Interesting, to be 
  sure, and it definitely provides for some variability… but the 
  extent of that variability is constant.
  Table 1: Traditional Lookup Table
  D%
  Result
  Description
  01-30
  Nothing
  The treasure chest is empty.
  31-40
  Minor Reward
  1d20 gp and a silver locket 
  worth 5 pp.
  41-80
  Average Reward
  3d12 gp, a gold-hilted dagger 
  worth 10 pp, and two potions 
  of cure light wounds.
  D%
  Result
  Description
  81-
  100
  Major Reward
  2d20 pp, a potion of cure 
  moderate wounds, and a 
  scroll of fireball (CL 12).
  The FlexTable Difference
  A FlexTable is used to do the same thing a normal RPG 
  lookup table does.  What makes FlexTables different is that 
  they have multiple columns to represent dice rolls.  Each 
  of the columns represents a different situation or set of 
  conditions under which that column is used to reference the 
  result.  
  This seemingly simple change is used to make all of the 
  following possible:
  • Differences in probabilities for the individual outcomes.
  • “Scalable” monsters and rewards that more appropriately 
  match the level and power of the PCs.
  • Proportional rewards, measured against the strength of a 
  relationship or other conditions.
  • Circumstantial content, restricted to certain conditions 
  or prerequisites.
  “: Sample Treasure Chest Contents” is the same table we 
  saw earlier, modified to be a FlexTable.
  Contexts
  In the above example, there are now four columns used to 
  indicate the range of the dice roll result.  These columns are 
  referred to as Contexts.  
   Before you roll on a FlexTable like this one, you will have to 
  figure out which Context you should refer to.  In the above 
  table, the leftmost column is Context “A” (D%A), the next 
  one is “B”, and so on.  Each Context also indicates the dice 
  to be rolled—in this example, you roll the same dice (d%) in 
  each Context, but in some FlexTables, different dice may be 
  used.
  This straightforward example demonstrates the following 
  differences in converting a standard table into a FlexTable:
  Different Probabilities: Context C is the most favorable, 
  since it provides a much bigger range of rolls under which 
  you would receive the “Major Reward”.  Context B is the next 
  best, since it, too, expands the range that Context A has.
  Circumstantial Results: In Context D, not only are the 
  favorable outcomes less likely, but there is a fifth result row 
  that is only possible under this Context: “Cursed Reward”.  
  Determining Context: When you are called upon to roll on 
  this FlexTable, the adventure will use some description to 
  make it clear which Context to use.  In the above example, 
  perhaps the Context is determined by how favorable the 
  party’s relationship is with a local wizard… but if the party 
  has fought or slain that wizard, then Context D is used to 
  What is FlexTale?
  
  9
  Introduction
  represent the soured atmosphere.
  Typically, just prior to a FlexTable, adventure content 
  will summarize which Context should be used.  The GM is 
  encouraged to use his/her common sense and judgement in 
  overriding this guidance as she/he sees fit based on the party 
  and how the game is going.  For example, a GM could choose 
  to reference a specific Context even though the prerequisites 
  aren’t met.  She could also choose to simply ignore the table 
  entirely, and force a specific result without even rolling.  
  Experienced GMs should use this power wisely to improve 
  gameplay if necessary; unless you have a specific reason for 
  overruling the recommended use of a FlexTable, you should 
  try to use it as it was intended to be used.
  Here’s an example for the above table, assuming the example 
  of the contents of the treasure chest scaling to the nature of 
  the relationship the party has with the local wizard:
  • 
    Use Context A: 
  If the party’s relationship to the wizard is Unfriendly or 
  Indifferent.
  • 
    Use Context B: 
  If the party’s relationship to the wizard is Friendly.
  • 
    Use Context C: 
  If the party’s relationship to the wizard is Helpful.
  • 
    Use Context D: 
  If the party’s relationship to the wizard is Hostile, or if 
  the party has ever attacked the wizard (or slain her).
  This is an impressive-sounding title, but the goal is quite 
  simple to describe: Let the story be different.  
  FlexTable 1: Sample Treasure Chest Contents
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  01-30
  01-20
  01-10
  01-30
  Nothing
  The treasure chest is empty.
  31-40
  21-50
  21-30
  31-40
  Minor Reward
  1d20 gp and a silver locket worth 5 pp.
  41-80
  51-60
  31-50
  41-45
  Average Reward
  3d12 gp, a gold-hilted dagger worth 10 pp, and two potions 
  of cure light wounds.
  81-100
  61-100
  51-100
  46-50
  Major Reward
  2d20 pp, a potion of cure moderate wounds, and a scroll of 
  fireball (CL 12).
  n/a
  n/a
  n/a
  51-100
  Cursed Reward
  6d6 cp, a rusted dagger (useless in combat), and whomever 
  opens it is struck with a bestow curse spell (CL 8).
  
  10
  Introduction
  Introduction
  What Is This Book?
  This book is intended to be any or all of the following.  These 
  are listed in no particular order.  
  • An integrated companion to the Dark Obelisk 2: The 
  Mondarian Elective adventure, either as a predecessor/
  introduction to that adventure, a successor/follow-up, or 
  something to be pursued in parallel.   
   
  (See “Incorporation”, p 16).
  • A follow-up component to the Dark Obelisk 1: 
  Berinncorte adventure.  
  • An urban adventure setting describing a vast city and 
  underground dwelling, usable as a supplement in any 
  campaign world, setting, or environment.
  • A standalone campaign setting, usable as a “sandbox” 
  style set of adventures without a main plot or objective, 
  but still offering plenty of interesting quests, challenge, 
  and intrigue.
  • A sourcebook of NPCs and common character reference 
  of fully-fleshed-out and interesting characters, ready to 
  insert into any adventure or campaign, at any level of 
  difficulty or challenge.
  • A source of “tidbits” of characters, quests, buildings, 
  maps, descriptions, and other game elements—you can 
  “steal” content from this as a sourcebook and insert as 
  desired into your own adventures or campaign
  • Inspiration for construction of your own adventures and 
  content.
  In short, how you use this book is really dependent upon you 
  and your needs as a GM.
  Plot Summary
  The Druid Enclave is a city based on a worthy ideal... but 
  there exists great corruption and evil at all levels of society.
  There are dozens of Quests, both “side” and major, that can 
  be pursued in the context of this intricately-detailed city-
  setting.
  In the course of their conversations and exploration, the PCs 
  might uncover a disaster at the nearby city of Mondaria, 
  and the dark mines underneath that region that suffered an 
  untold disaster.
  Adventure Path Summary
  Although not formally a component of the 
    Dark Obelisk 
  Adventure Path, and not in any way required, the Druid 
  Enclave city-setting integrates tightly with the events of 
  those adventures.
  Druid Enclave may be used on its own, as a component of the  
  Adventure Path, or as a component of a single adventure in 
  that Path.
  If you do intend to use this adventure with its companion 
  products, there is no one logical order in which to play them.
  The Druid Enclave is a closely-integrated political ally of 
  the city of Mondaria; the mines of the latter are controlled 
  wholly by the former, and the city relies heavily on the ore 
  and revenues from the mines to make it function.
  The PCs may encounter the Druid Enclave before, after, or 
  during any component of the Adventure Path.
  In addition, the 
    Adventure Path described above is 
  intended to be the beginning of a much broader story arc and 
  campaign setting.  
  Regardless of which pieces of the envisioned world and 
  story are published when, the intent is for a GM to be able 
  to pick up any piece of the overall campaign setting and be 
  able to play it without having any background of the other 
  components that may come before or after it.
  Notes & Conventions
  As is typical in a roleplaying game adventure or module, 
  some text herein is meant to be read or shown to players 
  verbatim… but the majority of the content is meant to be for 
  the Game Master’s (GM) eyes only.  Below please find some 
  visual conventions that make this differentiation clear.
  Player Descriptive Text
    These sections are meant to be read aloud to players as-
  is.  You are of course free to introduce your own changes 
  as you see fit as a Game Master.  Player Descriptive Text 
  blocks are meant to serve as informative tidbits that have 
  been preconstructed to reflect the exact nature of the 
  situation being encountered by the party.
  GM-Only Notes
    Granted, nearly everything not highlighted in Player 
  Descriptive Text is not meant to be read aloud to 
  the players.  However, some content is much more 
  “sensitive” than others.   
   
  GM-Only Notes such as this typically give away plot 
  points, major background, or other information that the 
  players may not normally have access to—either right 
  now, or in some cases, ever.  Make sure to conceal these 
  sections from players unless there is a specific reason to 
  tell them!
  Designer’s Soapbox
    In some cases, the game designer will want to express 
  a specific opinion about some aspect of the adventure.  
  Typically, this takes the form of a discussion on 
  interpreting rules, or a recommendation as to how best 
  to play or run a particular piece of the adventure.  In 
  
  11
  Introduction
  all cases, veteran GMs should feel comfortable ignoring 
  these “soapbox” diatribes… but veteran and new GMs 
  alike may find something of interest in the coalesced 
  experience of three decades of roleplaying experience!
  Quests
  A quest can be large, tiny, or in between.  Some can be very 
  quickly accomplished; others span days, weeks, or even 
  years, across multiple cities and even planes of existence!
  In this book, all quests, big or small, have a similar 
  presentation and key elements, as shown by the green block 
  below.
    Quest: Rats in the Cellar 
  (example)
    Summary: Kill rats in a fantasy tavern.  Fun and 
  creative.
    Rewards: Rat corpses.  Plus 10 gp from the bartender.
    Locations: Bar.
    Key NPCs: Bartender.
    Kickoff: When any PC speaks with the bartender.
    Description:
  The bartender asks the party to slay 
    2d6 Giant Rats that 
  have infested his basement.  
  In so doing, they will benefit from his goodwill, and a reward 
  of 10 gp.
  Obstacles
  Doors, locks, and other obstacles that don’t necessarily 
  incorporate a trap.  You’ll find these prefaced by little brown 
  symbols like this one:
   Locked Secret Door 
  (example)
    5” thick; Hardness 5; hp 30; 
  Perception DC 16; Break DC 15; Disable Device DC 18
    5” thick; Hardness 5; hp 30; 
  Perception DC 18; Break DC 17; Disable Device DC 20
    5” thick; Hardness 5; hp 30; 
  Perception DC 20; Break DC 19; Disable Device DC 22
    5” thick; Hardness 5; hp 30; 
  Perception DC 22; Break DC 21; Disable Device DC 24
  Skill Checks
  Whether it’s a single, simple check, or a series of checks 
  in escalating difficulty, skill checks may be an opportunity 
  to either avoid disaster or discover what might otherwise 
  remain hidden and ignored.  Such chances are indicated via 
  yellow symbols as follows:
  Some PCs may have insight into the Blacksmith’s wealth; 
  make a 
    DC 12 Knowledge (Profession) check.
  Skill Challenges
  Skill checks are typically a single roll, often made in secret 
  by the GM.  A skill challenge is usually a bit more involved 
  than a simple check—or there’s simply more at stake.  Either 
  way, a challenge is a more formal, and explicit, exercise, 
  intentionally engaged in by the players.
  You’ll find a skill challenge in a yellow box such as this:
    Falling Timbers (example)
  First Check: DC 18 Perception (16 if aflame) to notice the 
  falling building; success cancels subsequent checks.
  Second Check: DC 15 Acrobatics to avoid the debris; failure 
  inflicts 
    2d6 points of crushing damage plus a possible 
    1d8 points of fire damage; success cancels subsequent 
  checks.
  Third Check: DC 12 Strength to dislodge one’s self from the 
  debris; failure inflicts 
    1d4 points of crushing damage 
  plus a possible 
    1d8 points of fire damage; success quits 
  the challenge.
  Rewards
  Treasure, swords, gems, keys, filthy lucre—this is the stuff 
  your players are really gunning for, right?  Well, that, plus 
  a good time with friends.  And maybe, if you’re lucky, a 
  good, engaging session of shared storytelling that you’ll all 
  remember for a long time.  
  At any rate, rewards are shown with blue boxes like this 
  one.  Some containers have common treasure, which applies 
  equally to all difficulty bands; these are shown with the 
  badges for all four bands like this: 
  .
  Other treasure is “scaled”; that is, the PCs receive different 
  treasure depending on what difficulty band they are playing 
  at.  Select the band that’s appropriate for the level of the 
  PCs; that is the treasure they receive.  They do not receive all 
  of the treasure listed across all four bands!
    Secret Closet Chest
    Brushgather geneology book (a small book; 
  value 6 gp)
    19 gp; opal pendant on gold chain (value 31 gp)
    8 pp; 42 gp; opal pendant on gold chain (value 72 gp)
    19 pp; 37 gp; opal pendant on gold chain (value 180 
  gp)
    52 pp; 84 gp; opal pendant on gold chain (value 428 
  gp)
  Traps
  Hey, blame the rogue—who in all likelihood is suffering 
  
  12
  Introduction
  the brunt of the trap s/he either failed to detect, and/or to 
  disarm.  Whether it becomes a bragging right, a bargaining 
  chip, or an epitaph, traps of all manner are shown in a 
  purple box like this one.
  Note that the statistics for the impact of most traps scale to 
  the four difficulty bands; select the one that is appropriate 
  for the PCs in your game.
   Acid Arrow Chest Trap
  Type Magic; Trigger Touch; Reset none
    Perception DC 18; Disable Device DC 20
  Effect spell effect (acid arrow; Atk +1 ranged touch (1d4 
  acid damage for 2 rounds)
    Perception DC 20; Disable Device DC 22
  Effect spell effect (acid arrow; Atk +3 ranged touch (2d4 
  acid damage for 2 rounds)
    Perception DC 22; Disable Device DC 24
  Effect spell effect (acid arrow; Atk +5 ranged touch (2d4 
  acid damage for 3 rounds)
    Perception DC 24; Disable Device DC 22
  Effect spell effect (acid arrow; Atk +7 ranged touch (2d4 
  acid damage for 4 rounds)
  Items
  Be they simple items, magical items, rods, staves, potions, 
  books, or something wondrous, items share a common block 
  of information like the following… note that this format is 
  used for all manner of non-weapon, non-armor equipment 
  and usable items, both magical and mundane:
    Adventurer’s Chronicle 
  (example)
  Value 50 gp; Weight 1 lb.; Materials paper; Nature non-
  magical; Aura none; Slot usable; CL n/a
  This book is chock full of useful information. When used as a 
  reference (an action that typically takes 
    1d4 full rounds 
  of searching the text), an adventurer’s chronicle grants a +2 
  competency bonus on a specific Knowledge check for which 
  the book is designed.
  Construction Requirements means to assemble a physical 
  book; the author must have at least 10 ranks in the skill for 
  which you are designing the book; Cost 30 gp
  NPCs and Monsters
  Crunch time!  
  Due to the scale of this adventure, this Adventure Book 
  contains statistics only for NPCs (both Common and 
  Dramatis Personae) and new monsters.  
  Common monsters, such as Umber Hulks and Giant Spiders, 
  do not have statistics within this tome.  Most of the common 
  monsters referenced in this book have freely-available stats, 
  either for free online, or as part of the core books of the 
  game system you are playing.
  The upcoming Aquilae: Bestiary of the Realm by Infinium 
  Game Studios will contain ful, Quadded Statblocks for every 
  common monster referenced in this book.  While that book 
  is not required to use this one, the Bestiary will allow for 
  greater flexibility in how this adventure is used, and what 
  level of party for which it’s appropriate.
  PC Replacement Opportunities
  It’s possible that a PC might perish in the course of 
  adventuring in the Druid Enclave.  Although the city is a 
  civilized, urban adventure setting, poor choices, dumb luck, 
  or sheer idiocy can overwhelm even the most prepared 
  adventurer.
  In addition, there is so much to do and see in the Druid 
  Enclave that your gaming group may see new players join 
  the table as you progress through the content.
  In either scenario, you have several options to quickly insert 
  a PC into the existing adventure context.  This approach of 
  taking an existing NPC, and having a player take control 
  of them as a PC, is referred to as PC Replacement.  There 
  are several NPCs defined in this book as being good PC 
  Replacement Opportunities.  These can be found in the 
  detailed descriptions of Dramatis Personae starting on page 
  477.
  Below is an example of a PC Replacement Opportunity:
    PC Replacement: Groob
  Given his desperate goal to return to a life of violence and/
  or adventuring, Groob may serve well as a replacement for 
  a dead PC, or to provide a PC opportunity to a newly-joining 
  player.
  Each gaming group has its own perspective on what to do 
  about PC demise.  Many GMs enforce death as a consequence 
  of decision-making, and if your beloved PC dies, so be it; roll 
  up another character and start over again.  Other groups 
  are more in the storytelling aspect of things; lenient GMs 
  will take every measure necessary to make sure that every 
  single PC makes it through, no matter how bone-headed their 
  decision-making or horrible their luck.
  If one or more PCs die in the course of this adventure, the 
  GM has some options.  You may of course enforce the death, 
  and either have the player roll up a brand-new first-level 
  character, or create a character of a level matching the 
  lowest current level of surviving party members.
  As every named NPC is dynamically located—that is, they 
  pop up as the result of Random Encounters or specific 
  probabilities in Areas of Interest—they are not tied to a 
  certain location.
  The GM is encouraged to try to match races and/or classes 
  where possible, to suggest possible replacements for players 
  whose PCs have perished.
  These opportunities are chances for the specified NPC to 
  be “taken over” by the player who lost a PC.  This way, 
  the player doesn’t have to slow down play creating a new 
  character, and the party can keep going.
  This should be viewed as an opportunity for roleplaying: 
  the GM may consider showing the player the detailed 
  
  13
  Introduction
  information for the NPC they are assuming control over, and 
  the player should be encouraged to act as though their new 
  PC had that background, secrets, and so on.
  The gaming group is encouraged to roleplay the “taken over” 
  NPC as though s/he still had their place in society and the 
  greater scope of the adventure.  For example, if a player 
  takes over an NPC who hates a rival NPC, then subsequent 
  interactions between the “taken over” PC and that rival 
  should reflect that animosity in the player’s roleplaying.
  Shops & Services
  Some NPCs and their establishments sell good and/or 
  services.  These are typically noted in the NPC’s description 
  under a special heading of “Doing Business”.
  In most cases, the shop will be described as simply referring 
  to a section of the appropriate rulebook, or to describe 
  things in general terms.  When selecting an item to purchase, 
  it’s important to remember the context of the transaction: 
  the bowels of an enormous, largely abandoned, and chaotic 
  mining complex that has been overtaken by monsters and 
  whose inhabitants run amok.  
  Thus, each item for sale may have a bit of difference as to its 
  typical prices, as this is far from a typical scenario and rules 
  of supply and demand are quite abnormal.
  It’s also worth remembering that what can be bought, can 
  also be sold: while the PCs may have no use for buying, say, 
  a bolt of silk, generally speaking whatever a vendor has for 
  sale, they will also purchase.  Use normal rules, but use the 
  table below to help determine each item’s price basis.
  Table 2: Enclave Vendor Price Adjustments
  D8
  Price Adjustment
  Description
  1-2
  +30%
  “Hand-crafted or 
  assembled from the best in 
  the trade.
  3-5
  +10%
  “Ah, that’s a useful item.  
  And much in demand, of 
  late.”
  6
  None
  Use normal / typical prices 
  as per sourcebook.
  7
  -5%
  “Few folks seem to want 
  that item.”
  8
  -10%
  “I’ll be glad to see it gone.”
  Kiosk Negotiations
  At the GM’s discretion, enterprising PCs can attempt to 
  negotiate.  Once a PC receives a result from the Price 
  Adjustments table above, they may make a 
    Diplomacy, 
  Bluff, Intimidate, or Appraise check, at DC 16, plus 1 for 
  each full 500 gp of retail value (so negotiating for an item 
  normally worth 1,225 gp would be DC 18).
  Success by 1-5 points means the PC may force a re-roll 
  on the Price Adjustments table, with a +1 circumstsance 
  modifier to the roll.  The new roll stands, even if it is less 
  favorable to the PC than the original roll pre-negotiations.  
  If the GM allows it, a stubborn PC can attempt to negotiate 
  further; each successive attempt increases the DC by +1, and 
  these modifiers stack.  Succeeding at multiple negotiations 
  generates circumstance modifiers that DO stack!
  Here’s an example: a PC wants to purchase a masterwork 
  dagger, which is normally worth 302 gp.  The GM rolls on 
  the Price Adjustments table, and rolls a 4—which means 
  the kiosk sells the dagger for 10% more than normal, and 
  therefore the transaction will require 332 gp.  This PC is 
  skilled in Diplomacy, however, and so asks to negotiate.  The 
  check is DC 16; the PC’s check value is 18, so they succeed.  
  The GM rerolls on the Price Adjustments table, and rolls 
  a 1—but this time the roll benefits from a +1 modifier, and so 
  it’s treated as a 2 outcome.  This is worse, however, than the 
  original price!  The PC asks to negotiate further, and the GM 
  indulges them, but this time, the DC for the check is 17.  The 
  check outcome is 18, so the PC succeeds; the GM rerolls the 
  Price Adjustments check, and this time adds +2, because it 
  is the second successful negotiation.  The roll is a 4, plus 2, 
  with a 6 total outcome—and the masterwork dagger is now 
  on sale for 302 gp.  The PC accepts the price, and completes 
  the transaction.
  If the PC fails a negotiations check, the GM has some options 
  as to how to penalize them.  If the check is failed by 1-5 
  points, the price may simply stand as-is.  Failure by 5-10 
  points might indicate that the price is fixed, and no further 
  negotiations are possible with this vendor.  Failure by more 
  than 10 points might suggest that the price increase as 
  though the next-worst result had been rolled on the Price 
  Adjustements table. 
  In addition, the type of skill employed in negotiations might 
  imply additional consequences.  Failure at an Intimidate 
  check, for example, might mean that the vendor refuses to do 
  any further business with the PC in question; failure by more 
  than 5 points may even involve the vendor attacking the PC.
  Variable Challenge
  Druid Enclave was designed initially as an adventure for 
  four to six PCs of between 4th and 6th level.  However, 
  one of the things that has frustrated many GMs is that 
  adventures are almost universally designed in this manner: 
  for a specific level of challenge, or at most, a very narrow 
  range of PC levels (e.g., “4th to 6th level”).  
  There are many advantages to this approach, not least of 
  which being the guarantee that all challenges (monsters, 
  traps, and NPCs) are calibrated very specifically to that 
  narrow zone of difficulty.
  The drawback, of course, is the narrowness of that range.  
  GMs wishing to run a module designed for 10th-level PCs, for 
  example, are either flat out of luck, or have to do some fairly 
  intensive work to scale the content up or down to better 
  align with the PCs she is playing with.
  The degree to which a particular GM, or even gaming group, 
  enjoys perusing and tweaking game statistics—“crunch”, 
  in common parlance—varies, of course.  Some GMs love 
  crunch, and spend a majority of their prep time creating and 
  refining their challenges to ensure the crunch is accurate and 
  appropriately challenging.  On the other end of the spectrum 
  are “by the seat of their pants” GMs, who ignore crunch 
  almost entirely, rarely referring to stat blocks lest it distract 
  from the focus of storytelling.  
  
  14
  Introduction
  This adventure, and in a broader sense, 
  Infinium Game Studio, does not want to judge as to which 
  approach is “better” or “worse”.  What matters is that you 
  have fun and enjoy yourselves!
  However, we do want to make it as easy as possible to play 
  this adventure no matter what level your PCs happen to be.
  Experience Points and Reward 
  Nuggets
  There are many ways of calculating, dispersing, and 
  accounting for experience points (XP) in a Pathfinder gaming 
  group.  What follows is a method that I have used over the 
  decades, and it’s been a lot of fun.  Although it may not be 
  for every gaming group—your mileage may vary—it’s an 
  interesting spin on traditional methods, and the approach 
  may work for you.  
  Whether this approach works for you or not, however, it’s 
  worth reading through, because all of the Quests in this 
  adventure denote XP awards using this method.
  I Want Candy
  In the author’s early days as a GM, I tossed out candies as 
  rewards to the players when their characters did a good job.  
  Candy could be distributed for defeating a kobold, picking 
  a lock, dodging an attack, convincing the castle guard to 
  look the other way, or any of the ordinary actions whose 
  consequence typically involve experience points.
  However, I also gave out candy for good roleplaying, 
  convincing dialogue, outstanding (or horrid) emulation of 
  accents, meta-jokes about the circumstances of the game that 
  were truly hilarious, suggesting things to me as the GM or 
  other players that took the story in a new direction, or—and I 
  have to be honest, here—helping me as a GM.  
  My general rule was, if I forgot a rule, and you pointed it 
  out in a way that didn’t make you seem like a jerk, then 
  you got rewarded.  This could be something as innocuous 
  as reminding me that your elf ranger’s longbow was firing 
  +1 arrows, or as significant as reminding me that a certain 
  piece of equipment granted a reroll to a critically-failed 
  outcome.
  Generally speaking, candy rewards were given out in my 
  games for anything—literally, anything—that made the 
  gaming experience more fun.  Doorbell rings, and the pizza’s 
  here, and your character is tied up in the cyclops’ cave, so 
  you know you won’t be doing anything for a few minutes, 
  and so you go and grab the grub, and tip the delivery guy—
  that’s worth a candy.  Tell a funny joke—that’s worth a candy.  
  Save the life of your comrade, only to drug him unconscious 
  and use him as a prop, in the manner of Weekend at 
  Bernie’s—okay, that’s a little ghoulish, but it’s in charcter, 
  and amazing, so, yeah, that’s three candies right there.
  Candy as XP
  Candy is awesome, though for one of my gaming group, 
  who was a diabetic, it was a controlled and mindful 
  awesomeness.  But even the most free-wheeling player wants 
  their character to level up.  I get it.
  At the end of each gaming session, my players would “turn 
  in” their candy wrappers.  Each wrapper represented 
  something gone right, a good deed done—and therefore 
  it was converted to XP.  Generally speaking, no matter 
  what the PCs’ levels, no matter what the adventure, 10 
  candy wrappers meant you advanced to the next level.  If 
  you fell short—let’s say, you only got 6—then it meant you 
  were closer for next gaming session (i.e., 4 needed in this 
  example).  
  As years went on, it became a bit less practical and/or 
  healthy to urge my friends to consume at least ten pieces of 
  candy every time we got together, and so the approach was 
  tweaked.  Instead of candy wrappers, gold stars, or spare 
  dice in a particular color, or Warhammer 40,000 figurines.  
  The point was, you got a token, a “nugget” of reward, which 
  was later converted into XP.
  Rules lawyers hate this method, and I respect that.  But even 
  the most hardened min/maxer eventually recognizes that 
  this approach, despite its drawbacks, keeps play flowing 
  quite quickly, and keeps everyone focused on what I believe 
  should be the goal of any roleplaying game session.
  Namely: to have fun!
  Reward Stars: The Formalized Approach
  Whether or not you appreciated the above anecdote, or the 
  approach it describes, it’s required reading, because now 
  we’ll get to how it applies to Dark Obelisk: Berinncorte.
  As with everything else in this book, the GM is encouraged 
  to completely ignore or change this approach if you feel it 
  would make it work better for your gaming group.
  The following represent opportunities to gain an experience 
  point reward in this adventure:
  • Defeating monsters and NPCs.
  • Avoiding traps, picking locks, or otherwise overcoming 
  obstacles.
  • Succeeding in skill challenges or checks.
  • Fulfilling other objects in pursuit of a Quest.
  Monsters and NPCs in this adventure list the XP reward the 
  PCs should obtain for defeating them in combat.  They also 
  list the number of “Reward Stars” players should receive for 
  success.  This is denoted like this: 
    +2.
  Think of a Reward Star as a sugar-free and abstracted 
  version of a piece of candy from the earlier anecdote: players 
  receive one or more most times that they achieve something 
  in the game.
  Locks, traps, and skill checks are typically “quadded”; each 
  level of CR lists a suggested XP reward, but also a number of 
  Reward Stars.
  Quests only list Reward Stars.  This is because Quests 
  should be fun, interesting, and above all, useful to the PCs, 
  but shouldn’t be game-breakingly powerful or ignorably 
  impotent.  A simple delivery quest, for example: what should 
  that be worth?  500 XP?  For a level one character, that can 
  be almost halfway to levelling up; for a level 19 character, 
  that makes for a completely worthless diversion.  Using 
  Reward Stars solves this problem, by automatically scaling 
  the reward to be significant regardless of character level.
  If you follow the approach I’ve used, then at the end of each 
  gaming session (or in between sessions, or at the start of 
  the next session, whatever works best for your schedule), 
  
  15
  Introduction
  convert the Reward Stars to traditional Experience Points.
  The GM is heavily encouraged to augment the rewards 
  documented with additional rewards, for perhaps-less-
  tangible contributions: good jokes, helpful behavior, playing 
  fair and nice, being a good sport, paying for or even just 
  ordering dinner, that sort of thing.
  Such “intangible rewards” should be general in nature: a 
  good, timely joke should be rewarded with a chunk of XP 
  that’s meaningful and helpful to the PC in question, whether 
  they’re level 1 or level 19.
  Stay In Character… Or Else
  In rare cases, or with certain gaming groups, the GM should 
  reserve the right to remove or revoke the Reward Stars a 
  particular player, or the group entire, has earned.
  Such penalties should not be applied in a discouraging 
  manner, or against players who are genuinely trying, but 
  whose luck is simply poor, or for whom things just aren’t 
  working out.  Indeed, successful roleplaying in the face of 
  dire circumstances should be rewarded more!
  Reward Stars should only be revoked if the player 
  is detracting from play, distracting others, making 
  inappropriate jokes not appreciated by the rest of the group, 
  not paying their fair share… or just generally being a jerk.
  Converting Reward Stars to XP
  Each Reward Star represents different XP depending on 
  what your current level is.
  If you’ve assigned Reward Stars to a particular PC, use the 
  character’s current level on the table below to convert to an 
  XP reward.
  On some occasions, you may instead have granted Reward 
  Stars to the party as a whole.  In this scenario, calculate the 
  Average Party Level (APL) as you normally would, and use 
  that on the table below to convert the reward to standard XP.
  If a PC has more than the minimum sufficient Reward Stars 
  to advance in level, they may continue to advance!  In such a 
  scenario, count Stars using the PC’s current level, until they 
  level up.  Any remaining stars are converted to XP using the 
  character’s new level.  In exceptionally rare circumstances—
  or with exceptionally indulgent GMs!—this may involve a PC 
  levelling up multiple times between sessions, though such 
  power-levelling is generally discouraged.
  Finally, in addition to different methods of determining 
  rewards, gaming groups tend to have different theories as to 
  how rapidly characters should level up.  Slow, average, and 
  fast tracks are shown here, which scale to the corresponding 
  Character Advancement experience point totals in the 
  Pathfinder Core Rulebook.
  For purposes of Reward Stars, the following standard has 
  been used:
  • Slow advancement requires 15 Reward Stars to advance.
  • Advancement with the Average progression demands 10 
  Reward Stars per level.
  • Only 5 Reward Stars are needed to advance following the 
  Fast track.
  Table 3: Converting Reward Stars to XP
  Level, CR, or APL
  Slow
  Avg
  Fast
  1
  200
  200
  260
  2
  300
  300
  400
  3
  433
  400
  540
  4
  600
  600
  800
  5
  800
  800
  1,000
  6
  1,200
  1,200
  1,600
  7
  1,600
  1,600
  2,200
  8
  2,533
  2,400
  3,200
  9
  3,000
  3,000
  4,200
  10
  5,000
  5,000
  6,800
  11
  6,333
  6,500
  8,000
  12
  9,667
  9,500
  13,000
  13
  12,667
  13,000
  17,000
  14
  19,333
  19,000
  26,000
  15
  26,333
  25,500
  35,000
  16
  36,667
  41,000
  50,000
  17
  53,333
  50,000
  70,000
  18
  76,667
  75,000
  100,000
  19
  100,000
  105,000
  140,000
  20
  n/a
  n/a
  n/a
  “Quadded” Stat Blocks
  Toward the goal of having an adventure that can be run 
  with PCs of various levels, all NPCs and monsters in this 
  adventure have four separate sets of statistics.  
    These represent iterations of the creature in four 
  distinct scales of challenge.  These scales are referred to, 
  in ascending difficulty, as Low, Moderate, Advanced, and 
  Elite.
    Low-level statistics are the default, and are intended 
  for parties of 1st to 4th level PCs.  Typically, the Low CR for a 
  creature will be in the range of fractional, up to 4.
    Moderate statistics present a bit more challenge, and are 
  meant for 5th to 8th level PCs.  CRs can be in the range from 
  4-10.
    Advanced creatures give even more of a fight, 
  representing CRs in the range of 10-15, and are meant for 
  adventurers of the same levels.
    Elite monsters and NPCs are the most evolved, and 
  present formidable difficulty in the 12-20 CR range.  These 
  stat blocks are designed for PCs above 15th level.
  To avoid confusion, elsewhere in the text outside of the 
  creature’s quadded stat block definition, the statistics 
  referred to are the Low, or default, block.  For example, the 
  condensed, “vital stats” block that is shown in red where the 
  NPC or monster is introduced in the adventure uses the Low 
  values.
  
  16
  Introduction
  Quadded Challenge Blocks
  Skill challenges and checks, traps, poisons, and obstacles 
  sometimes have quadded stat blocks as well.  
  Although nearly all NPCs and monsters have quadded stat 
  blocks, not all other game elements do.  This is intentional.  
  It represents the reality that although monsters and people 
  might be of advanced difficulty, the city of Berinncorte 
  exists in a typical, average fantasy realm—DC 50 Mythic-
  caliber locks simply doesn’t exist, let alone on every door in 
  town!
  Below is an example of a door that has a quadded challenge 
  block.  The icons represent the scale of increasing difficulty; 
  from top to bottom, they are Low, Moderate, Advanced, and 
  Elite.
    Locked Secret Wooden Door
    5” thick; Hardness 5; hp 60; Perception DC 16; Break 
  DC 20; Disable Device DC 18
    5” thick; Hardness 5; hp 60; Perception DC 20; Break 
  DC 24; Disable Device DC 22
    5” thick; Hardness 5; hp 60; Perception DC 22; Break 
  DC 26; Disable Device DC 24
    5” thick; Hardness 5; hp 60; Perception DC 24; Break 
  DC 28; Disable Device DC 26
  Incorporation
  Some gaming groups are comfortable just sitting down 
  around a table and starting things off by the GM informing 
  everyone “all right, you’re in the Central Tavern on Main 
  Street of Middle Town.  What do you want to do?”
  However, many gaming groups desire a bit more context.  
  Particularly for play styles that emphasize storytelling, it 
  can help for players to have a bit of information about the 
  game world.  What sort of law and order are kept, and by 
  whom?  What good and evil forces roam the land?  What is 
  the history of the region, and what wars or struggles have 
  occurred or whose influence lingers still?   And above all, 
  what does the surrounding territory look like, and what are 
  our options in terms of travelling elsewhere?
  To play Druid Enclave, there are a few options to choose 
  from to introduce your players to the larger world.  Which 
  option you select as a GM, and as a roleplaying game group, 
  will depend mainly on how you want this adventure to tie in 
  to the larger world and/or campaign setting.
  As a New Start or Standalone 
  Adventure
  This is the simplest option to using this adventure setting: 
  simply generate your party’s new characters and get going!  
  Make sure you have a good variety of characters, races, 
  classes, and so on represented.  
  Then, feel free to “drop” the party wherever it makes the 
  most sense to do so—e.g., the party simply walks into town.
  Using With an Existing Campaign
  The plot, NPCs, and other elements of this adventure do not 
  hinge on a dependence to a particular gaming world.  As 
  such, it should be straightforward to use this adventure as 
  a one-off module in the context of a grander, established 
  campaign setting—either one “off the shelf”, or one of the 
  GM’s own creation.  
  In fact, Druid Enclave does not require you as a GM to have 
  any larger gaming world established, described, or chosen.  
  You can just play it as-is.  
  If you choose to continue playing the other modules in the 
    
  Adventure Path, you can spool out additional details about 
  the gaming world as they become relevant; for any given 
  moment in time, your gaming group can focus simply on the 
  plot and action happening that moment, and leave the world-
  building and grandiose backstory for a later time.
  Where In the World...?
  The Druid Enclave was designed to be somewhat typical in 
  nature and needs in terms of where it could be placed in a 
  n existing or new game world.  It’s surrounded by forests, 
  so must be placed in that sort of context in your gaming 
  environment, but other than that, its location is very flexible.
  Realistically, it can “go anywhere”, so long as that context 
  isn’t too extreme—for example, it probably doesn’t make 
  much sense to have the Enclave atop a mountain surrounded 
  by a moat of lava!
  The Druid Enclave can be situated in any temperate climate.  
  The intended, explicit environs surrounding the town will 
  be elaborated upon in subsequent campaign material, but 
  suffice it to say that all of the following elements are nearby:
  • Forest, surrounding the area.
  • Mountains to the west of the city, in which to place the 
  mining city of Mondaria.
  As a Start to a New Campaign
  You may wish to use this adventure to kick off a new 
  campaign… but don’t necessarily want to follow the 
    
  Adventure Path to which it leads.  Or, you may have an 
  established campaign in mind
  In such circumstances, feel free to ignore or amend any 
  references to geography beyond the Druid Enclave found 
  throughout the adventure.  You can “place” the Enclave 
  anywhere you like within an existing map, campaign setting, 
  or geography that makes sense.  In doing so, remember tha 
  the city, while featuring some significant qualities, is not 
  meant to be a geographic, economic, or political hub, and 
  is in fact intended to be somewhat remote relative to other 
  towns and villages.
  You can also use the Druid Enclave as a “transitional 
  adventure” to change the setting, context, or theme of an 
  existing adventure campaign.  
  Experienced GMs can modify the difficulty of challenges 
  found herein to adapt the content to be a suitable match 
  for more powerful PCs.  Used in this manner, you can use 
  the obelisks’ eruptions to disrupt existing cities in your 
  
  17
  Introduction
  campaign world—if you’re up to a bit of tweaking and 
  advance preparation, you could even adapt the adventure so 
  that it takes place in an existing city of your choice!
  Hooks and Links
  If you’re looking for reasons that the party seeks out the 
  Enclave or begins their tale of adventuring there, here are 
  some ideas.  Of course, as a GM, you are by no means bound 
  to selecting from among these… but it’s always useful to 
  have some inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  As GM, you may judge 
  that only one of these is a sufficient motivator; alternately, 
  you can combine multiple class hooks to provide the entire 
  party a believable reason to travel here.
  Paladins
  News both good and bad has reached you regarding the 
  Enclave: they say that it is a largely successful paragon of 
  virtue and harmony, and that coexistence with nature is a 
  successful and fruitful endeavor here.  
  It is also said that despite these lofty ideals, evil lurks in 
  every crevice of society.
  Whether one, neither, or both of these versions is truthful, 
  a curious knight of virtue might well travel here to see for 
  herself.
  Rogues
  If the Druid Enclave is supposed to be so high and mighty, 
  that may mean that they’ve let their collective guard down, 
  so to speak.  An enterprising thief might find themselves 
  with a great opportunity!
  Fighters and Martial Characters
  Although the virtuous city itself may seem a distraction from 
  “real adventuring”, battle-seeking types might flock to the 
  Druid Forests that surround the city... all manner of beast 
  and plant may be found there.
  Arcane & Divine Classes
  Druidic magic may be different from the approach these 
  classes use, and indeed may even rub them the wrong way.  
  However, an entire city and surrounding region steeped in 
  magic is worthy of a closer look regardless of where one 
  derives one’s magical powers.
  Monks and Druids
  Druids are simple: this powerful nexus of the class may 
  simply mandate the involvement of practically any Druid.  
  Monks are a bit more challenging, but there is so much to 
  investigate, see, and slay, that it can match with the ulterior 
  motives of nearly any character.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Political / Racial Strife
  The Council of Elders is populated entirely by interesting, 
  strong personalities from a diversity of backgrounds.  The 
  very nature of the Council is to constantly be at odds with 
  itself.
  In addition, Dwarves and Elves are in conflict over the 
  power struggle within the mining city of Mondaria nearby: 
  the Elven Administration rules things from an official 
  standpoint, and the worker-class Dwarven Union is 
  convinced there’s more opportunity for improved conditions 
  and shared profit.
  Commissioned to Investigate
  Particularly as part of the integration with Dark Obelisk 2, 
  the PCs may be asked to come to the city as part of a larger 
  plot or a different objective.  They can spend some time 
  here before or after pursuing those objectives, or to use as a 
  resupply spot before venturing back.
  Former Attachment
  For dwarves or elves, having a former attachment to or 
  involvement with the mining city of Mondaria is hardly 
  unthinkable.  Similarly, any Druid, Ranger, or half-elf might 
  reasonably have an existing connection to the Enclave... 
  perhaps they were even raised there!
  The GM and players are encouraged to craft a convincing 
  backstory that involves them, if nothing else seems 
  reasonable.
  
  18
  Introduction
  The Campaign World
  Overview
  Aquilae, the campaign setting in which the Druid Enclave 
  is located, will be elaborated and described in detail in 
  other books by Infinium Game Studio.  This is partly due to 
  limitations of length: a focused narrative on the campaign 
  world would itself take longer than the adventure itself!  
  Scope is a factor, as well—too much about the broader game 
  world may distract from the immediacy of the “day-to-day” 
  plot of this particular adventure.
  However, the biggest reason for an abbreviated depiction 
  of the game world is that there is much, much more to this 
  realm than meets the eye… and the events of this adventure, 
  while seemingly isolated and bizarre, play a large role in the 
  revelation of these attributes.
  In truth, the events of this adventure are so self-contained, 
  and limited to the mining town and the mines underneath 
  it, that for the purposes of playing it out, the larger context 
  hardly matters. 
  While this is primarily limited to things that directly affect 
  the narrative and activities in the adventure, there are 
  some aspects of Aquilae that you may want to bear in mind 
  as you guide the PCs through events—so you don’t have to 
  “backtrack” in subsequent components of this 
    Adventure 
  Path, or in usage of other adventure books or products in the 
  Realm of Aquilae.
  What You Need to Know
  Here’s an executive summary of important aspects of the 
  realm that may affect how you portray the game world in the 
  context of this adventure:
  • Gods are real, and many.  (See Religion, below.)
  • Nearly every sentient being pays 
    tribute to one 
  or more gods.  (See Tribute, below).  Typically this 
  is through tithing to the appropriate church, or 
  government.  
  • 
    Tribute can be done in the form of monetary wealth, 
  artwork or valuables, or a devotion of magical power.  No 
  matter what the form, nearly all tribute actually does end 
  up being transported to the gods themselves!
  • About six months ago, the Dark Obelisk was discovered 
  on Level 9 of the Mondarian Mines, and it caused evil 
  and chaos to burst forth, upending everything in the 
  Mines and the City of Mondaria, and causing a massive 
  amount of death and suffering.   
   
  Little of the reality of these events is known in the 
  Enclave: all commerce and travel from Mondaria to the 
  Enclave has stopped.  Although the Council has sent 
  emissaries and adventurers to Mondaria to investigate, 
  none has returned with any information.
  High Ability, Low Tech
  Leafing through the Dramatis Personae section, you may 
  notice that the Ability Scores of most key NPCs are not what 
  might be considered “average”.  This is by design.
  There are many schools of thought as to the differences, if 
  any, between a player-character and a non-player-character, 
  or a commoner.  Are the PCs superhero-caliber individuals, 
  each imbued with something special that drives their 
  capabilities above and beyond that of normal people?  Or 
  instead, are the PCs just people, pretty much the same as 
  everyone around them—they just happened down a different 
  path than others, but one that others weren’t prevented from 
  taking by some innate quality or limitation.
  It’s possible to have a great deal of fun with either 
  philosophy, or anywhere in between.  This adventure, the 
  Druid Enclave, and the realm of Aquilae all operate under 
  the theory that people are people, and most 
  In addition to which, the Druid Enclave is a center for 
  magical power, political strength, and social goodwill.  As 
  a result, the city setting sports a goodly number of fairly 
  talented individuals.  Hence the stats.
  If your gaming group rebels against this sort of approach, 
  you as a GM are of course welcome to “handicap” any or 
  all NPCs so that they are more in line with your players’ 
  expectations of what is considered “normal”.
  Religion
  Gods play a major role in Aquilae.  The pantheon is varied 
  and vast—dozens, perhaps hundreds, of supremely powerful 
  beings.  It is exceptionally uncommon to find someone who 
  is not a devotee of at least one higher power—and there 
  are many who are advocates of multiple gods.  The general 
  mindset of most sentient beings in Aquilae is an open 
  acknowledgment, an agreement that all gods exist.  Devotion 
  to one or more gods in particular merely means that you 
  favor their perspective on things… and, with any luck and 
  enough tribute (see below), those gods return the favor by 
  aiding you from time to time when it is needed most.
  One might think of Roman and Greek mythology as a good 
  comparison here: there are many gods, and while they are all 
  immortal and wield immense power, they all share certain 
  “human” weaknesses, such as a proclivity for playing tricks 
  and engaging with mortal affairs.  Some gods are more 
  powerful than others, and the “society” of gods is a rich 
  and storied plot unto itself which most mere mortals rarely 
  glimpse.
  Tribute
  If you pray, you pay!  Everyone, in every religion, gives 
  money and resources to their god.  In almost all cases, this 
  is done through the church, though in remote situations, 
  tithing in this manner can be quite difficult.  Even isolated 
  hermits typically worship at least one god.
  Many devotees do not live near a temple of worship for their 
  
  19
  Introduction
  deity.  The pantheon is flexible, however: any worshipper, of 
  any god, can visit any church, and donate their tribute there.  
  Part of each church’s responsibility is to make sure all tribute 
  eventually gets sent to its appropriate god.
  To be clear: in Aquilae, churches are kind of a form of tax 
  center.  And all tribute does in fact end up being shipped off 
  to the gods themselves.
  The mechanics of tribute, of how it gets processed and where 
  it goes, how it actually gets to the objects of worship, and the 
  nature of the gods themselves will all be discussed in greater 
  detail in subsequent campaign books.
  
  20
  Introduction
  City Overview
  
  21
  Introduction
  Summary
  The Druid Enclave is built around a singular premise: that 
  sentient life can coexist with nature in a way that mutually 
  benefits both parties.
  It is a city of diverse people, hailing from different 
  backgrounds.  It is predominantly a Druidic culture, with 
  elements of Rangers and other mystical qualities.  The 
  region is rich in magic and steeped in the wild; much of the 
  surrounding territory is untamed and dangerous.  
  Although the element of danger is a deterrent for some trade, 
  the Council and citizens in general shy away from curtailing 
  the problem and domesticaing the Druid Forest to any great 
  extent... avoidance of danger has a nice effect of insulating 
  the community from casual interlopers, ensuring that only 
  those with purpose here will come and survive.
  A Simple Ideal
  The Druid Enclave values all life, no matter the source.  
  Individual lives are seldom the concern, however; it is life 
  writ large that must be protected, preserved, and balanced.
  A murder is treated much the same as it would be in other 
  cities, as is most crime.  Crimes that affect life in a general 
  sense—pollution, deforestation, poison or disease—are 
  punished much more vigorously.
  A Complex Reality
  Although few can argue with the purpose of the Enclave in 
  a general sense, the day-to-day execution of that ideal is 
  frought with issues reflecting the complex realities of the 
  citizenship.  Personal beliefs vary widely, and religions and 
  other factions that steer behavior have a very versatile array 
  of influences in the lives of most people.
  In practice, the Druid Enclave struggles to maintain 
  adherence to its ideals.  Even the lofty Council of Elders is 
  prone to much infighting and personal politics.
  Levels & Major Regions
  The Druid Enclave is far more than it seems on the surface: 
  beneath the gentle dome of the above-ground Enclave 
  structure lies strata of dwellings and remnants of times past.
  Ground Level
  Here is where the commercial and political centers of life can 
  be found, in addition to the only sources of entry and exit to 
  the compound.
  Second Level
  Above the ground level sit a number of military structures, 
  guardposts mostly.  Second levels are not outlawed in 
  aformal manner for civilizan or commercial structures, but 
  in practice, none exist.
  Underground
  Several levels of underground structure exist beneath the 
  Enclave proper.  Tunnels, some secret and some forgotten, 
  weave between the formal regions of residence and business.
  In the very depths of the Enclave’s underground lie fissured 
  caverns that harbor ancient connections to places far darker 
  than any who inhabit the Enclave today could ever guess.
  Druid Enclave City Profile
  LN large town
  Corruption -4; Crime -4; Economy +3 (-1, until the 
  Mondaria City Mines catastrophe is resolved); Law +2; Lore 
  +3; Society +1
  Qualities insular; good roads; magically attuned; supportive
  Danger -2 (+4 in Druid Forest surrounding)
  Disadvantages none
  Government Council (7 Elders)
  Population 1,200 (15% humans; 5% half-orcs; 20% 
  dwarves; 40% elves, 20% half-elves)
  Base Value:  
    300 gp / 
    500 gp / 
    750 gp / 
    1,500 gp
  Purchase Limit: 
    3,500 gp / 
    5,000 gp / 
    7,500 gp / 
    10,000 gp
  Spellcasting: 
    3rd / 
    5th / 
    7th / 
    8th
  Minor Items: 
    2d4 / 
    2d8 / 
    2d12 / 
    2d20
  Medium Items: 
    1d4 / 
    2d4 / 
    2d6 / 
    2d10
  Major Items: 
    0 / 
    1d4-1 (minimum 0) / 
    1d4 / 
    1d6
  General Rules
  Default Doors
  Unless otherwise specified, all building doors are of the 
  following profile:
  An Overview of the Druid Enclave
  
  22
  Introduction
    Default Wooden Door
  5” thick; Hardness 5; hp 60; Break DC 20
    Default Locked Wooden 
  Door
  5” thick; Hardness 5; hp 60; Break DC 20;  
  Disable Device 16
  Key and Common NPCs
  Throughout this adventure, if an NPC is mentioned, but 
  it is not specified which stat block to use, treat them as a 
  Enclavefolk.  
  This is a commoner’s profile, generally unfit for challenging 
  combat individually regardless of challenge level... but 
  potentially volatile in droves.
  “Placing” NPCs
  This adventure is an urban one, taking place nearly entirely 
  within the confines of a city.  As with a real city, any given 
  citizen moves about during the day and night, tending to 
  business, entertaining themselves, getting food and drink, 
  sleeping, carousing, and so on.
    Veteran GMs are encouraged to read through the 
  Dramatis Personae section (p 477), and to have the 
  list of key NPCs in mind as the PCs work their way 
  throughout the city.   
   
  With rare exceptions where it simply doesn’t make sense, 
  you are encouraged to insert key NPCs as makes the most 
  sense—both from the perspective of introducing plot 
  elements and side quests, but also to keep things moving 
  and interesting as opposed to just “we go to location X 
  and have the rogue loot the drawers while the fighter 
  guards them”.
  Novice GMs, or those seeking a bit more direction (or 
  formality of randomness!) have two options in determining 
  which NPCs to “insert” where and when:
  Option 1: By Character
  Each key NPC has a section describing their Habits and 
  Logistics.  Some characters will always predictably be in a 
  certain location; others have a varying habit that splits their 
  time among more than one place.  
  This method is best if you’re looking to “place” a specific 
  character(s), as it allows you to determine their position.  
  Whether the PCs run into the person from that point is up 
  to them, and others.  It’s also the method better suited to 
  elaborate planning ahead of time, if that is your style as a 
  GM.
  Using this approach also helps if the party is searching for a 
  particular NPC; they might ask around as to whether anyone 
  has seen them, and other townsfolk can helpfully point them 
  in the right direction.
  Option 2: By Location
  Each Area of Interest in the Enclave begins with a brief 
  introduction, followed by a Random Dramatis Personae 
  table.  As the PCs move into a location, this table makes it 
  simple to make one or more quick rolls, and populate the 
  area with not just a handful of generic Enclavefolk, but 
  instead one or more characters of interest.  Whether the key 
  NPC approaches the party, or whether you as GM provide 
  a description of the noteworthy individual in their midst, 
  depends on both the NPC in question, and your style as a 
  gaming group.
  This method is best if your GM style is more in the vein of 
  reacting to what the PCs do, rather than planning in advance.  
  It also requires significantly less (zero, really!) preparation 
  time ahead of the gaming session.
  Below is a generic, all-purpose Random Dramatis Personae 
  table… this serves as both an example of the concept, but 
  also as the “default” table that encompasses all possible key 
  NPCs.  You can use this default table in place of any given 
  location’s more contextually-specific version.
  Table 4: Default Random Dramatis Personae
  Suggested Population: 
    1d2 rolls
  D%
  Key NPC
  Profession
  Page
  01
  Gallianne 
  Estrarch
  Council 
  Elder
  478
  02
  Ashrem Ilydron
  Council 
  Elder
  483
  03
  Trotysse Airdarr Council 
  Elder
  488
  04
  Halabedarr
  Council 
  Elder
  493
  05
  Siriquille
  Council 
  Elder
  498
  06
  Usborn 
  Tossercobb
  Council 
  Elder
  503
  07
  Barksel 
  Ferubrankcht
  Council 
  Elder
  508
  08-11
  Groob
  Blacksmith
  513
  12-16
  Imay Aldreban
  Healer
  518
  17-20
  Allaha Gorrut
  Sage
  523
  21-24
  Forsythar
  Tailor
  528
  25-28 Sannelle 
  Goregut
  Weapons 
  Trainer
  533
  29-32 Jaer
  Druid 
  Trainer
  538
  33-36
  Terjonne
  Ranger 
  Trainer
  543
  37-40 Ulfgarre 
  Thorngage
  Herbalist/
  Apothecary
  548
  41-44
  Seddyn
  Provisioner
  552
  
  23
  Introduction
  D%
  Key NPC
  Profession
  Page
  45-48 Plakk
  Mercenary
  556
  49-52 Gaeryn
  Mercenary
  560
  53-56
  Tultokka
  Mercenary
  564
  57-61
  Wubafix
  Black 
  Market 
  Leader
  568
  62-65 Kerrithe
  Blackmail 
  Leader
  572
  66-69 Darrlie
  Assassin
  576
  70-73
  Rannos 
  Rannthak
  Noble
  580
  74-77
  Anastrianna 
  Liadon
  Noble
  585
  78-81
  Meliannthe
  Socialite
  590
  82-85 Phaelynne 
  Helliar
  Merchant 
  Queen
  595
  86-89 Klasandrel 
  Sulidan
  Merchant 
  Prince
  600
  90-93 Lia Ilphur
  Lone 
  Crusader
  605
  94-97 Wyrida
  Special 
  Operative 
  of the 
  Council
  615
  98-
  00
  Clarida
  Wyrida’s 
  younger 
  sister
  610
  Law and Order
  Guards and militant forces patrol the Enclave and its levels 
  regularly.  Order is maintained and law kept mostly because 
  of these deterrents, not for some idealistic lack of motivation 
  or even of trying!
  City Guards
  The Druid Enclave’s peacekeeping soldiers consist of Enclave 
  Security forces.  Please refer to the Enclave Security Faction 
  on page 50 for more information on this group.
  Generally speaking, unless given an explicit reason to engage 
  one of the party members, the guards will leave the PCs (as 
  well as all other enclavefolk) alone.  The Enclave is not an 
  enormous city by any means, but it is not without its share 
  of visitors; the party’s presence is likely not a major event 
  worthy of investigation in and of itself.  
  If the party is not engaging with NPCs, following side-quests, 
  or if there is something about their makeup that demands 
  attention, it’s left the GM’s discretion as to whether a militia 
  member approaches them and questions them.  For example, 
  if the party is composed exclusively of eight-foot-tall, chaotic 
  evil, half-orcs and half-demons, the guards would probably 
  have a few questions as to what their intent in the town is!
  City Guard Encounters
  For situations in which a powerful NPC “calls the guards”, or 
  one in which a peacekeeping or security force is called for 
  on an impromptu basis, use the following table to determine 
  who arrives on the scene.
  City guards from this table who arrive to a combat in process 
  will try to stop the battle as best they are able.  Note that 
  in such circumstances it may not be possible for them to 
  quickly and accurately determine who is in the wrong and 
  who is defending themselves; guards will try to separate 
  combatants from each other and disarm or dissuade 
  everyone who is attacking or seems interested in doing so.
  Table 5: Random City Guard Encounters
  D20
  Guard(s) Encountered
  1-10
    2d6 Enclave Guards (p 659)
  11-13
    1d4 Enclave Longstriders (p 662)
  14-15
    1d6 Enclave Elite Guards (p 656)
  16
    1d4 Anointed Guards (p 621)
  17
    1d4 Elite Council Guards (p 653)
  18-20
  Roll twice on this table; all results indicated 
  arrive at the same time.
  Note that this result stacks—so if you reroll 
  twice, and either one of the results is this “roll 
  twice” result, then you roll a further twice for 
  each such result.  
  This means that, in rare circumstances, a huge 
  group of guards may show up!
  Getting Arrested
  For a variety of reasons, the party (or some subset thereof) 
  may at some point become arrested.  Generally speaking, law 
  and order in the Druid Enclave are what you would expect 
  of a civilized society—theft and murder, for example, are 
  typically illegal, though self-defense is a viable explanation 
  for the latter.  Of particular note, dueling is legal if both 
  parties involved agree to the showdown with at least one 
  impartial witness.  This is underscored later, in any quests 
  where it is a plot option.
  Table 6: Jail Fines
  Offense Type
  Fine
  Simple Offense
  25 gp per PC
  Assault
  50 gp per PC
  
  24
  Introduction
  Offense Type
  Fine
  Theft
  30 gp per PC plus return of item(s) 
  pilfered or fine of equivalent value in gp 
  to items stolen
  Murder
  500 gp per PC; martial law likely until 
  someone is arrested
  Should one or more PCs get arrested, the party has a few 
  options to recover.
    They can try and fight their way out.  This requires 
  facing 
    2d4+2 Enclave Guards simultaneously; 
  three rounds later, another 
    2d6 Enclave Elite 
  Guards arrive to help their comrades.  This approach 
  should generally be discouraged; the GM can scale the 
  encounters and the difficulty accordingly.
    At night, the party may try and sneak out.  This is a 
  three-step progression of skill checks, and is therefore 
  best attempted by a single party member.  First, 
  removing manacles requires a 
    DC 22 Disable Device 
  check.  Next, another 
    DC 22 Disable Device check 
  to pick the lock on the cell.  Finally, a 
    DC 20 Stealth 
  check to sneak past the guards.  Failing any of these 
  three checks will result in the PC being re-incarcerated 
  by the guards, and the difficulty of all three checks 
  increasing by +1 next time.
    The party may try to bribe their way out of jail.  This 
  costs 20 gp per person, plus half the value of the fine 
  involved in the crime in question; a 
    DC 18 Diplomacy 
  check halves these amounts.
    Should the above fail, or if the incarcerated PCs are 
  neither sneaky nor burly, the only remaining option is to 
  talk their way out and pay a fine.  The exact fine amount 
  should scale to the offense involved, and is left to the GM 
  to determine; some examples are shown in “Table 4: Jail 
  Fines”, p 23.
  Murdering a Guard
  If, under any circumstances, any PC slays a guard of any 
  kind, the result can be quite significant.  It’s left to the GM’s 
  discretion as to what occurs.
    The most rapid escalation is that the party (and the 
  murder scene) is discovered immediately, by a large 
  enough group of militia that the PCs will prefer not to 
  start a fight.  Under this scenario, the party is arrested 
  (see above) on the spot.
    Another, less immediate, option is to assume the Militia 
  body is discovered, say 
    1d4 hours afterwards.  With 
  no witnesses and no leads, Mayor Symms is forced to 
  enact Martial Law (see below).
  Regardless of the approach used, this can have an impact on 
  the Prime Catalyst (p <?>) of the Obelisk Eruption .
  Martial Law
  During martial law, all reserves of guards are called upon 
  to patrol the town.  In addition, all Jail Fines (see Table 4 
  on page 23) are doubled.  Anyone already in jail is not 
  retroactively affected by this additional fine, unless it is 
  suspected that they were somehow involved or related to the 
  event that brought about martial law.
  The Druid Forest
  For a few miles in each direction, the Enclave is surrounded 
  by a wild zone of thick forest, populated by all manner of 
  creatures both magical and mundane.  The natural energies 
  of the Enclave bolster and mutate the forest wild, resulting 
  in an assortment of threats rarely duplicated elsewhere.
  This region is referred to as the “Druid Forest”.  Through 
  this region cuts a road, which leads out of the north of the 
  Enclave and arcs gently around to the west.  While on this 
  road, travelers are generally safe.  Venture too far off of it, 
  however, and threats abound.
  As many of the Dramatis Personae described have habits that 
  take them into the Druid Forest, it’s likely that the PCs will 
  have cause to investigate the region.
  Random Encounters in the Druid 
  Forest
  Every 10 minutes spent wandering the Druid Forest, roll 
  on the 
    Druid Forest Default Random Encounters table 
  below to determine the nature of a possible threat.
  Table 7: Druid Forest Default Random Encounters
  D%
  Event
  Description
  01-30
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  31-39
  Trivial 
  Encounter
  Roll once on 
     Monsters: 
  Druid Forest, Trivial.
  40-49
  Light 
  Encounter
  Roll once on 
   Monsters: 
  Druid Forest, Light.
  50-69
  Average 
  Encounter
  Roll once on 
   Monsters: 
  Druid Forest, Average.
  70-79
  Advanced 
  Encounter
  Roll once on 
   Monsters: 
  Druid Forest, Advanced.
  80-84
  Elite 
  Encounter
  Roll once on 
   Monsters: 
  Druid Forest, Elite.
  85-00
  NPC 
  Encounter
  Roll once on the 
    Default 
  Dramatis Personae 
  Encounter Table above.
  
  25
  Introduction
  The Council
  
  26
  Introduction
  Summary & Authority
  The Council of Elders of the Druid Enclave consists of seven 
  members, each referred to as Elder.  As a single entity, the 
  Council of Elders rules the Druid Enclave.  
  It is the formal authority for all civic matters, and oversees 
  all operations of the city, repairs and construction, defense, 
  and economics.
  The Council, Mondaria City, and 
  the Mines
  Formally, the Council also rules, by extension, the mining 
  city of Mondaria and the mining complex underneath.  In 
  practice, however, the Council cares only in summary about 
  the ore shipments and general reduction of unrest in the 
  mines.  
  Simply put, so long as the ore flows, and rebellion of the 
  workers is prevented, the Council does not care overly much 
  about how that state of affairs is established or enforced.
  The Council gets involved in the affairs of the city of 
  Mondaria only when absolutely necessary.  Aside from this 
  as-needed guidance, the Elders largely delegate all matters 
  pertaining to the running of Mondaria and its mines to the 
  Elven Administration (p 47).
  Current Composition
  The Council currently has several somewhat recently-elected  
  members, owing to changes that have occurred in recent 
  years.  
  “Table 7: Council of Elders Summary”, below, lists the vital 
  characteristics of the current sitting Elders on the Council.
  Changes Over Time
  Individual members can last as long as 50 years, or as short 
  The Council of Elders
  as a year or two.  Each year, citizens cast their votes for who 
  they wish to serve on the Council.  In theory, this makes for a 
  ruling democracy.
  In practice, however, it can be extraordinarily difficult to 
  unseat a sitting Elder.  This is due to several factors: first 
  and foremost, being an Elder carries with it a tremendous 
  amount of influence and power; most Elders use this at least 
  in part to preserve their position year-to-year.
  Secondly, new entrants into the Council typically suffer from 
  a lack of awareness and name recognition.  Civic or economic 
  leaders may be well-known in certain circles, but never 
  as ubiquitously recognized as even the most loathed Elder 
  currently sitting in the Council.
  As a result, an appointment to the Council tends to be a 
  lifetime assignment.
  Council Races
  Racism is not a widespread influence in the citizenry of the 
  Enclave.  Over time, all common races are represented in the 
  Council’s membership.  
  That said, at any given moment, elves and half-elves tend to 
  dominate the composition of the Council.  This is typically 
  attributed to two factors: first, these races have a long and 
  storied history being aligned with Druidic values and talents.  
  Second, these races have deep connections to forests and the 
  wild, which are crucial elements in governing the Enclave.
  Council Classes
  Similarly, although the Council members hail from all classes 
  and professions and backgrounds, Druids and Rangers tend 
  to predominate, with the combination of the two typically 
  being the most formidable from a voting standpoint.
  Politics, Personal Interests, and 
  Internal Strife
  Each Elder has a detailed background, perspective, 
  motivations, and Quest associated with them in their 
  Dramatis Personae description.  
  Table 8: Council of Elders Summary
  Elder Name
  Page
  Align
  Class
  Race
  Sex
  Gallianne Estrarch
  478
  TN
  Oracle / Druid
  Elf
  F
  Ashrem Ilydron
  483
  NE
  Druid / Aristocrat
  Half-Elf
  M
  Trotysse Airdarr
  488
  NG
  Wizard / Druid
  Elf
  F
  Halabedarr
  493
  NE
  Sorcerer / Druid
  Elf
  M
  Siriquille
  498
  NG
  Druid
  Half-Elf
  F
  Usborn Tossercobb
  503
  TN
  Druid / Ranger
  Halfling
  M
  Barksel Ferubrankcht
  508
  CN
  Druid
  Human
  M
  
  27
  Introduction
  Galliainne Estrach (p 478)
  Ashrem Ilydron (p 483)
  Trotysse Airdarr (p 488)
  Halabedarr (p 493)
  
  28
  Introduction
  Siriquille (p 498)
  Usborn Tossercobb (p 503)
  Barksel Ferubrankcht (p 508)
  In general, however, it’s worth noting that although the 
  Council as an institution represents the management of a 
  society toward an ideal, it is composed of individuals, each of 
  which will have their own perspective and desires.
  Just like nearly any other governing body or concept, the 
  Council of Elders is imperfect, both as individual people and 
  as a whole.  This reality is reflected in the conversational 
  perspective of most citizens.
  Modeling Strife
  Most Elders respect one another, or at the very least, respect 
  where each other is coming from.  
  Although all strive and pretend otherwise, some decisions 
  are simply self-serving, and there is much infighting, 
  heated debate, and outright trading of votes and tit-for-tat 
  negotiations to get things done.
  The Council and Quests
  Each Council member has a Quest associated with them, and 
  most Factions associated with the City itself have at least one 
  Quest.  Although the Council as an entity does not have an 
  Attitude Tracker to manage and model opinion of the PCs, it’s 
  reasonable 
  Each time the party successfully completes a Quest on behalf 
  of a Council member or a Faction that belongs wholly to the 
  Druid Enclave, the PCs gain favor with all Elders.  Think of 
  such endeavors as “Enclave Quests”.
  Regardless of the selfishness, perspective, or motivations of 
  a particular Elder, the Council as a whole will recognize and 
  
  29
  Introduction
  appreciate tasks undertaken in service of the Enclave or its 
  leadership.
  If you wish to model this mechanically, the Attitude 
  Trackers for all seven Council members receive a bonus 
  upon completion of an “Enclave Quest”.  This bonus is equal 
  to the number of 
    Reward Stars the party earns in that 
  completion.  
  For example, if the party earns 2 
    Reward Stars at the 
  conclusion of Quest X, they gain +2 Attitude Tracker for 
  each of the seven Council members.
  This Attitude Tracker bonus stacks with any Attitude 
  Tracker bonuses that may apply in the context of the 
  particular Quest.
  Council Protection
  Like them or hate them, the Elders rule the city.  As a result, 
  protecting them from attack and keeping them safe from 
  harm is a major priority for the city’s defensive forces.
  The descriptions of each Elder indicate which guards they 
  can call for as reinforcements if they are threatened with 
  violence.  
  If an Elder is attacked anywhere on the Ground Level of the 
  city, these reinforcements are in addition to the guards who 
  will arrive on the scene as peacekeeping forces.  See “Table 
  5: Random City Guard Encounters” on page 23 for more 
  ifnormation.
  
  30
  Introduction
  
  31
  Introduction
  Factions
  
  32
  Introduction
  Factions
  Dozens of factions, religious and secular, struggle for control 
  and influence in the greater world of Aquilae.  
  The Druid Enclave is a significant political and military 
  entity in the context of the geographical area.  As a result, 
  although its above-ground size is moderate, it is a bit of a 
  hub for faction energies.
  About Faction Profiles 
  The factions discussed here are the ones with the greatest 
  influence in the city, and those with whom the residents are 
  aligned.
  Faction Scalability
  Some aspects of a Faction can “scale” in your campaign 
  world, depending on the level of the PCs and the Difficulty 
  Band associated with them ( 
    Low, 
    Moderate, 
    
  Advanced, 
    Elite).
  Each Faction profile contains a grid that indicates the 
  recommended variability of these attributes in scale with the 
  Difficulty Band of the party.  If an attribute does not appear 
  in this grid, or if it presents the identical values across the 
  Bands, it means that aspect of the Faction does not alter no 
  matter what the size or scale of difficulty.
  Randomizing Faction Attributes
  Some faction attributes described below contain descriptive 
  categories to measure those attributes.  
  For these characteristics, a randomizing element is included 
  in the table.  To determine one of these properties randomly, 
  roll a D%/D100 and refer to the result in the table.
    This feature is entirely optional, and can be used in 
  either or both of two ways:  
   
  First, it can be used to modify the defined Factions.  If 
  you’re not happy with, for example, the Influence Level 
  of a provided Faction, you can reroll it and make its 
  Influence random.  Alternately, when playing with savvy 
  players or those to whom the campaign setting of Aquilae 
  may already be familiar, this randomization is a way of 
  “tweaking” what might be already well-known. 
   
  Secondly, you can use these randomizers as a means of 
  creating your own Factions.
  Faction Attributes
  Each faction has quite a bit of information associated with it, 
  as follows:
  Overview
  A general, quick sound bite characterizing the Faction.
  Description
  A summarization of the nature of the faction and its 
  behavior.  Anything noteworthy about the group that doesn’t 
  belong in another heading goes here.
  Type
  The general nature of the faction and its goals.  Examples: 
  Intelligence, Military, Trade.
  Sigil
  Iconography can be important in factions.  The symbol 
  of a faction might be used to inform members as to the 
  whereabouts of meeting locations, signal membership to 
  others, or simply as a form of medieval “advertising” to 
  spread knowledge of the faction’s presence.
  Alignments
  Some factions enforce only certain alignments in their 
  membership; others tend to attract those of a particular 
  alignment.  Many factions don’t care so much about 
  alignment, and welcome members from all backgrounds and 
  demeanors.
  Races
  Some factions restrict membership, either by accident of 
  applicant interest or by core design, by race.  Some factions 
  are even based around race or a subset of races as a core 
  tenet of their beliefs or membership.  
  It should be noted that although racial restrictions to faction 
  membership are often based around ill intent, many factions 
  are intended to celebrate, enshrine, or preserve racial or 
  cultural legacies.
  Key Motivations
  The driving force of the faction itself, or the common goal, 
  behavior, or desires of its membership.
  Day-to-Day Goals
  What the group hopes to accomplish on a day-to-day ongoing 
  basis.  Typically, this is a more humble hope than Long-Term 
  Goals.
  Factions in the Druid Enclave
  
  33
  Introduction
  Long-Term Objectives
  In addition to short-term goals, most factions have an over-
  arching agenda they realize may take a long time to bring to 
  fruition.
  Notable Philosophies
  A phrase or mantra that best summarizes the beliefs of 
  members.
  Influence Level
  How much power the group and its members wield, if 
  pressed to do so.  This can be political power, military 
  strength, magical prowess, etc.
  Influence can vary by Difficulty Band.  It is organized into 
  these rough descriptive categories:
  Table 9: Faction Influence Level Categories
  D%
  Influence Level
  Description / Example
  01-09
  None
  The faction has zero influence to 
  effect any change whatsoever.
  10-30
  Poor
  The faction has little ability 
  to sway opinion or muster 
  resources.  It might be able to 
  do so, if those influenced are 
  already closely aligned to the 
  intent desired.
  31-50
  Little
  Convincing an already-compliant 
  person to act in the faction’s 
  favor is not unheard of, but 
  it usually takes dedication or 
  barter to pull off.
  51-74
  Average
  Completely neutral people or 
  entities may appreciate the 
  faction’s position... particularly 
  if it’s aided by Resources or a 
  bribe.
  75-89
  Good
  The faction holds sway in some 
  smaller circles, or has the ear of 
  those in true power.
  90-98
  Excellent
  Smaller entities are very much 
  in the power of the faction.  
  Larger entities may pay heed to 
  the faction’s interests or will.
  99-00
  Near Total
  The faction exerts a near-total 
  dominance over at least one 
  major powerful person or entity.
  Reputation
  The general sentiment those outside the group have of the 
  group itself.  
  Reputation can vary by Difficulty Band.  It is organized into 
  these rough descriptive categories:
  Table 10: Faction Reputation Level Categories
  D%
  Reputation Level
  Description / Example
  n/a
  None / Unknown
  Nobody outside of its own 
  members has heard of the 
  faction.  
  This can be either good 
  or bad, depending on the 
  nature of the faction and its 
  interests!
  01-09
  Reviled
  Everyone knows the faction, 
  but most react to the mention 
  of the faction with pure 
  hatred.
  10-30
  Terrible
  It’s difficult to find anyone 
  who’s not aware of the 
  faction, but many are aware 
  of it only because they think 
  ill of it.
  31-50
  Bad
  Many people know of the 
  faction, but only through 
  unfavorable rumors and 
  hearsay.
  51-74
  Average
  Some know of the faction, and 
  of those aware of it, there is 
  an even split of good and bad 
  sentiment toward it.
  75-89
  Good
  Many know of the faction, and 
  most think favorably of it.
  90-98
  Praised
  Most people know the 
  faction, and have a very 
  strong positive reaction to its 
  mention.
  99-00
  Revered
  Awareness of, and goodwill 
  toward, the faction are 
  nearly ubiqitous.  In smaller 
  contexts, this could make the 
  faction like a religion or a 
  godlike figure.
  Age
  How old an organization is.  Note that although older 
  factions do tend to be more powerful and have more 
  members, young groups can surge immensely in power as 
  well!
  Age can vary by Difficulty Band.  It is organized into these 
  rough descriptive categories:
  Table 11: Faction Age Level Categories
  D%
  Age Level
  Description / Example
  01-02
  Eons
  5,000 or more years old.
  03-09
  Ancient
  Between 1,000 and 4,999 years 
  old.
  10-19
  Venerable
  500-999 years in age.
  
  34
  Introduction
  D%
  Age Level
  Description / Example
  20-29
  Very Old
  Anywhere from 250-499 years 
  old.
  30-39
  Old
  Typically 100-249 years since 
  inception.
  40-59
  Established
  From 50 to 99 years in age.
  60-79
  Recent
  Merely 6-49 years old.
  80-89
  New
  Between 1 and 5 years in age.
  90-00
  Brand New
  Less than a year since inception.
  Leadership
  The nature of the faction’s leader(s), how they come to 
  power, and under what circumstances leadership can change.
  Inner Circle
  In addition to Leadership, some factions also have an “inner 
  circle” or group of Elders within their ranks.  Such elite 
  members are often privy to secrets about the faction and its 
  motivation.
  Size
  Most factions have a fluctuating membership; the Size noted 
  here is typically a range.
  Table 12: Faction Size Level Categories
  D%
  Size Level
  Description / Example
  01
  Without 
  Number
  One million members or more.
  02-04
  Legion
  Between 500,000 and 999,999 
  members.
  05-09
  Colossal
  Typically between 100,000 
  and 499,999 members.
  10-15
  Gargantuan
  Membership between 50,000 
  and 99,999.
  16-20
  Huge
  Active membership between 
  25,000 and 49,999.
  21-35
  Large
  Typically between 10,000 and 
  24,999 members.
  36-50
  Medium
  5,000-9,999 members.
  51-70
  Small
  Between 1,000 and 4,999 
  members.
  71-80
  Tiny
  From 500 to 999 members.
  81-85
  Diminutive
  Membership between 250 to 
  499 members.
  86-89
  Regional
  Between 100 and 249 
  members.
  90-94
  Local
  From 25 to 99 members.
  95-99
  Family
  Between 6-24 members.
  D%
  Size Level
  Description / Example
  00
  Individual
  A faction can contain but a 
  single member; this scale goes 
  up to 5 in number.
  Stability
  Thousand-year guilds or start-up social clubs, this indicates 
  how likely the group is to still be around in a few years.  
  Stability refers to the durability of the organization itself; 
  individual membership may wax and wane independent of 
  the stability of the faction itself.
  Table 13: Faction Stability Level Categories
  D%
  Stability 
  Level
  Description / Example
  01-05
  Ephemeral
  Might not last the month.  
  Significant fissures in the 
  leadership, dissatisfied 
  membership, lack of resources, 
  or diminishing size might all 
  contribute to the imminent demise 
  of the organization.
  06-15
  Chaotic
  The faction is either deeply 
  fractured, or by its nature is prone 
  to disbanding.
  16-30
  Unstable
  Recent fissures or conflicts have 
  rendered the faction unstable, or its 
  very nature doesn’t lend itself to a 
  long-term outlook.
  31-50
  Weak
  For now, things seem okay... but 
  not far over the horizon, there are 
  issues looming that may spell doom 
  for the organization’s durability.
  51-80
  Stable
  The faction is stable, and is 
  unlikely to go away any time soon.  
  Significant changes or disruptions 
  could still tear the organization 
  apart, however.
  81-90
  Strong
  Like a stout oak, this faction has 
  weathered storms and threats, and 
  is the stronger for it.  Longevity 
  is assured, barring some massive 
  disruption or internal power 
  struggle.
  91-97
  Very Strong
  Membership is surging, leadership 
  is strong, and there are no 
  significant fissures, conflicts, 
  or external threats that would 
  jeopardize the organization’s 
  continued existence.
  98-00
  Intractable
  Barring a cataclysmic event or 
  divine intervention, nothing can 
  sunder this organization.  Many 
  religions or factions with blood 
  oaths fall into this category.
  
  35
  Introduction
  Enemies
  If the group has enmity with any other factions, they are 
  listed here.  Sometimes, this is a general statement as to 
  what sorts of people or organizations would be unwelcome 
  in the midst of this faction.
  Allies
  Any formal alliances, or informal relationships, between 
  factions are noted here.
  Resources
  This section describes how many resources the organization 
  as a whole has at its immediate disposal—this can be arcane 
  knowledge, money, or other assets.
  Table 14: Faction Resource Level Categories
  D%
  Resource Level
  Description / Example
  n/a
  Unknown
  Outside of the elite leadership, 
  nobody truly knows the level 
  of resources the faction can 
  access.
  01-09
  None
  Unable to muster resources to 
  take any significant action for 
  its members.
  10-30
  Very Low
  In desperate circumstance, 
  the Faction might be able to 
  provide a member a piece of 
  mundane equipment.
  31-50
  Low
  Most members may have 
  common garb, and its 
  leadership may have 
  uncommon goods provided for 
  them by the faction.
  51-74
  Moderate
  Members in good standing all 
  have common garb or sigil-
  equipped items; leadership 
  likely benefits from moderate 
  magical gear.
  75-89
  High
  All members have high 
  quality (e.g., masterwork) 
  mundane gear appropriate 
  for the nature of the faction.  
  Most leaders have high-
  quality magical items.  Bribes 
  and political favors are not 
  unheard of.
  90-98
  Very High
  The faction can regularly bribe 
  merchants and politicians 
  if needed and if in their 
  nature.  Members benefit from 
  masterwork gear, and can 
  requisition magical items if 
  needed for a mission or task.  
  Leaders all have magical garb 
  of high value.
  D%
  Resource Level
  Description / Example
  99-00
  Excellent
  All members carry magical 
  items equipped with the 
  faction’s sigil.  Leaders benefit 
  from the highest-caliber 
  magical gear the region 
  supports, and likely possesses 
  one or more potent artifacts.  
  The faction can muster 
  an army of conscripts or 
  mercenary followers if needed.
  Membership 
  Most groups won’t let just anyone into their ranks—at 
  least without getting to know them.  Many groups demand 
  something else, too: money, in many cases, but in certain 
  factions, it may be necessary to embark upon a quest, create 
  an item, discover new knowledge, save the life of an existing 
  member, and so on.
  Common Traits
  If members have anything in common—either formally as 
  part of their membership, or if many of them just happen 
  to frequently have something notable about them—it is 
  mentioned here.
  Demeanor
  The attitude of members, both in general (are they paranoid?  
  Devout?  Irrational?), and in the context of the faction itself 
  (do they deny the group even exists?  Are they proud of their 
  membership?).
  Tribute & Dues
  Factions are not religious, but the gods and governments 
  of Aquilae demand that even those who choose a secular 
  lifestyle contribute as they are able.  
  Nearly all factions collect at least a 1% tribute from each 
  member annually.  In all but the most extreme cases, 
  members are not prevented from giving additional tribute to 
  other religions or groups as they wish.
  Religious Factions
  The above attributes apply to nearly all types of Faction.  
  However, religions have additional properties specific to 
  worship and divine forces, as follows.
  Divine Alignment
  Not to be confused with Alignment, above, Divine Alignment 
  reflects the alignment of the deity itself.  Members and 
  worshippers may, and frequently do, have the same or a 
  similar alignment, but it may differ.
  
  36
  Introduction
  Worshippers
  Similar to Membership, but it’s important to note the 
  distinction: not all who worship count themselves members 
  officially.
  Domains
  Most deities are associated with one or more Domains.  
  Clerics of the god may gain additional powers or benefits via 
  this association.
  Favored Weapon
  Many gods tend toward a weaponry; any such is listed here.  
  For non-militant gods, this may be a common implement or 
  tool.
  Other Factions
  There are numerous other factions in Aquilae—traders, 
  guilds, bandits, thieves, assassins, governments, clergy, and 
  so forth.  However, none of them holds formal sway within 
  the city limits of Mondaria.  
  This is hardly an anomaly: most settlements in the realm are 
  ruled from within by a small handful of factions, who among 
  them wield total power.  Outsiders as individuals may be 
  welcome, but external influences are typically not.
  
  37
  Introduction
  Religious Factions
  
  38
  Introduction
  Sheergath, God of Resigned 
  Fate
  Overview
  This Chaotic Neutral deity has a significant presence in the 
  Druid Enclave and in the nearby city of Berinncorte.  
  Most lower-class citizens worship Sheergath; nearly all well-
  off citizens do not. 
  Usually depicted as a female, humanoid but with some 
  goatlike features (goatee, and three small horns atop her 
  head).  Followers typically worship her out of a sense of 
  disenfranchisement, of feeling as though their voice is not 
  heard and their interests not served—either by government, 
  faction, or other religions.
  Type
  Religious.
  Sigil
  A goat head, or a female face with goat horns and/or goatee.
  Alignments
  Any Neutral or Chaotic, though Chaotic Neutral tends to be 
  the most popular.
  Races
  All are welcome.
  Divine Alignment
  Chaotic Neutral.
  Worshippers
  Peasants, laborers, and commoners, predominantly.
  Domains
  Chaos, Liberation, Death, Earth
  Favored Weapon
  Sickle.
  Key Motivations
  Help the disenfranchised and downtrodden come to grips 
  with their lot in life... and react to that realization, if 
  necessary.
  Day-to-Day Goals
  Help get those not as well off through the day.
  Long-Term Objectives
  Enable the downtrodden to rise up and overcome—or, failing 
  that, to subdue them into a stupor from which they cannot 
  rise.  Chaos, indeed!
  Notable Philosophies
  Such as this, is our lot in life.  Change that, or accept it.
  Influence Level
  Excellent.  Even among the more powerful, there is a solid 
  sense of resigned fate, and among any who wish for a higher 
  station, the tools to either accept that or the fury to face it 
  and change it are welcome spiritual aids..
  Reputation
  Average.  Those in power value the complacency that can 
  accompany worship of Sheergath, though they are ever wary 
  of the extremes of revolt to which the God is also prone.
  Age
  Ancient (1,000-4,999 years).
  Leadership
  A group of 5 Shepherds governs and interprets the will of 
  the God at the highest levels.  Typically, one rises above 
  the others in terms of experience, willpower, or simple 
  determination, and informally leads the group in their 
  decision-making and rule.
  Inner Circle
  Tenders operate at the level below Shepherds, and typically 
  convey the will of the religion at regional levels.
  
  39
  Introduction
  FlexTable 2: Faction Characteristics: Sheergath, God of Resigned Fate
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  CN mostly.
  C/N/CN
  C/N/CN
  C/N/CN
  C/N/CN
  Race
  -
  All
  All
  All
  All
  Influence
  -
  Excellent
  Excellent
  Excellent
  Excellent
  Reputation
  -
  Average
  Average
  Average
  Average
  Age
  -
  Ancient
  Ancient
  Ancient
  Ancient
  Size
  -
  Huge
  Huge
  Gargantuan
  Gargantuan
  Stability
  -
  Strong
  Strong
  Strong
  Strong
  Enemies
  -
  E religions
  E religions
  E religions
  E religions
  Allies
  -
  None
  None
  None
  None
  Resources
  -
  Very High
  Very High
  Very High
  Very High
  Tribute
  Up to 20% 
  to rise in 
  rank
  1%
  1%
  1%
  1%
  Flocklings are typically the next level down, and operate at 
  the citystate level of detail.  For geographies where such a 
  distinction does not make sense—e.g., rural areas that do not 
  contain more than a single city in a day’s travel—this level is 
  “skipped”, or the Elders (see below) simply report to a more 
  far-flung Flockling.
  Elders operate at the city or town level of detail, and 
  typically there is one per physical temple.
  Size
  Huge (25,000-49,999).
  Stability
  Strong.  Though membership is high and on the rise, the 
  nature of a Chaotic structure limits the natural peak of how 
  stable such a faction can be in the long run.
  Enemies
  Evil religions tend to be at the greatest odds with the general 
  nature of Sheergath, though in times of great conflict it has 
  happened that temporary alliances have been formed to the 
  longer-term benefit of the God of Resigned Fate.
  Allies
  None, formally, though occasional alliances have formed to 
  weather certain storms of politics and war.
  Resources
  Very High.  A far-flung and popular religion, Sheergath 
  commands the numbers, if not the outright power and 
  wealth, of a global-scale deity.
  Membership
  All are welcome, so all that is needed is to simply show up 
  and worship.
  Common Traits
  It’s exceedingly rare to find a wealthy follower of Sheergath.  
  Most followers are commoners, farmers, townsfolk, laborers, 
  or others whose station is low and feels fixed.
  Demeanor
  “Salt of the earth” is a popular expression, though there are 
  paragons and villains in the mix of church population as 
  well.
  Tribute
  The god (and church) demand 1% of wealth on an annual 
  basis, though more frequent collections are commonplace 
  and welcome.  
  It is commonly understood that to rise in station within 
  the religion, greater contributions are required, up to the 
  10-20% level for those attempting to break into the ranks of 
  Tenders or higher.
  
  40
  Introduction
  Zugul, Lord of Order
  Overview
  Law and peace are the main tenets of Zugul… though he 
  doesn’t seem to care much how these goals are achieved.  
  Paintings, carvings, sculptures and stories evoke a calm, 
  rational man focused on the betterment of his fellow people.  
  And although his depictions de-emphasize weaponry, his 
  simplified sigil is a mace over a lightning bolt: force is a very 
  real part of his character, and his following.
  A bearded knight with long, greenish hair is typically how 
  Zugul is rendered.  He always carries a mace in his right 
  hand, though it is depicted as smaller scale than the man 
  himself, representing the necessity of force in a lawful 
  society—but the preference for it not to law’s foremost tool.  
  His left hand sometimes bears a shield; other times, it is 
  raised in greeting or command.
  Type
  Religion.
  Sigil
  Lightning bolt and mace.
  Alignments
  Lawful only.  Lawful Neutral for the vast majority.
  Races
  All are welcome.
  Divine Alignment
  Lawful Neutral.
  Worshippers
  Those from all walks of life follow Zugul.  
  Politicians, scholars, merchants, even those of a military life: 
  any whose livelihood benefits from law and order have a 
  vested interest in promoting Zugul’s tenets.
  Domains
  Law, Community, Protection
  Favored Weapon
  Light mace.
  Key Motivations
  Law and order must rule in order to have society.
  Day-to-Day Goals
  Follow the law, help others to do the same, and punish those 
  who do not.
  Long-Term Objectives
  Create law where none exists.  Evolve existing law into rules 
  that better and more efficiently construct society and allow 
  it to thrive.
  Notable Philosophies
  Civilization as we know it is only made possible by law: 
  creating, maintaining, and evolving to face the realities of 
  the age.
  Influence Level
  Excellent.  Nearly every source of power and influence in the 
  Realm has a component of law and order; short of outright 
  war and evil, Zugul’s followers represent all stations of 
  authority across the land.
  Reputation
  Praised.  Though individuals may rightfully rail against the 
  rule of law, and occasional groups or societies are laid low 
  and done wrong by law too brutal, as a society, it is difficult 
  to challenge the value of an orderly culture.
  Age
  Venerable (500-999 years).
  Leadership
  A single Gavel is promoted ruler of the church.  
  This occurs every 10 years, or at times, more frequently, if 
  the current Gavel is deemed to be acting against the interests 
  of the Church, or if he dies or steps down voluntarily from 
  the post.
  Inner Circle
  A few dozen Maces serve as the next level of authority down 
  
  41
  Introduction
  FlexTable 3: Faction Characteristics: Zugul, Lord of Order
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  LN almost 
  universally
  L only
  L only
  L only
  L only
  Race
  -
  All
  All
  All
  All
  Influence
  -
  Excellent
  Excellent
  Excellent
  Excellent
  Reputation
  -
  Praised
  Praised
  Praised
  Praised
  Age
  -
  Venerable
  Venerable
  Ancient
  Ancient
  Size
  -
  Large
  Large
  Large
  Huge
  Stability
  -
  Intractable
  Intractable
  Intractable
  Intractable
  Enemies
  -
  C factions
  C factions
  C factions
  C factions
  Allies
  -
  L factions
  L factions
  L factions
  L factions
  Resources
  -
  Excellent
  Excellent
  Excellent
  Excellent
  Tribute
  > for 
  benefits
  1%
  1%
  1%
  1%
  from the Gavel.  Each Mace is elected from within the church 
  ranks to serve a geographical area.
  Under each Mace is a Whip, tasked with ensuring orderly 
  processing of enrollment, Tribute, and the like from the 
  individual churches under the Mace’s purview.  The Whip 
  themselves may have a staff of people serving under them.
  At the level of individual church properties, a High Priest 
  serves as the spiritual leader of the building and the city in 
  which she serves.
  Within a church, Clerics serve in authority under the 
  command of the High Priest.
  Size
  Large (10,000-24,999).
  Stability
  Intractable.  Order is the definition of the church, and the 
  powerful will always have need of an orderly religion.
  Enemies
  All Chaotic entities, individuals, factions, and deities.
  Allies
  Nearly all Lawful factions and religions, though those who 
  too much emphasize their Good and/or Evil components are 
  to be treated at arm’s length.
  Resources
  Excellent.  Many of the rich and powerful are followers.
  Membership
  All that is required to join is to be a citizen in good standing 
  of an orderly society.  
  For example: Barbarians from the hills, those with a recent 
  or severe criminal record, transients, or the homeless are 
  unwelcome, though the church will expend time and money 
  in efforts to uplift such individuals and restore them to the 
  fold of the culture.
  In today’s society, what we call a felony might very well 
  prevent someone from joining, unless they tithed a grand 
  sum, or performed some act of great penance.
  Common Traits
  Nearly all followers of Zugul hail from a profession or 
  lifestyle that benefits from the rule of law.  Clerks, solicitors, 
  scholars, healers, politicians, and some military background 
  qualify.
  Demeanor
  Calm, collected, and even downright smug, adherents of 
  Zugul tend to be comfortable in their righteousness and in 
  the rule of law generally speaking.
  Tribute
  All followers must Tribute 1% of their profits to the church 
  to remain in good standing.  Those wishing to contribute 
  more are often given opportunities within the church.
  
  42
  Introduction
  
  43
  Introduction
  Local Factions
  
  44
  Introduction
  Dwarven Mining Union
  Overview
  The Dwarven Mining Union was formed unofficially 
  several decades ago to combat unfair treatment and abuse 
  by the Elven Administration.  Outright murder by the 
  Administration has ceased, but beatings, rapes, and injuries 
  in general have gone up, since the Union formed.
  Although this Faction’s influence is strongest in the city of 
  Mondaria, underneath whose mountain the mines that fuel 
  the success of the Enclave dwell, there are some in the Druid 
  Enclave with ties to the Union.
  Type
  Workers’ union.
  Sigil
  A chunk of ore, superimposed by a pickaxe.
  Alignments
  Chaotic and Neutral; typically not Lawful.
  Races
  All in theory, though Dwarves are massively represented in 
  the ranks given that race’s overwhelming presence in the 
  mines.
  Key Motivations
  Ensuring for the health of their workers, and fostering a 
  more profitable and safer environment for all.
  Day-to-Day Goals
  Ensure worker safety.
  Long-Term Objectives
  Take over ownership of the Mines from the Elven 
  Administration.  They realize this is a very far-fetched goal.
  Notable Philosophies
  Workers are the fuel that generates the warmth of profit.
  Influence Level
  Good, within Mondaria; Poor, within the Druid Enclave; 
  None, outside those two regions.
  This largely accounts for their failure to produce much true 
  change.
  Reputation
  Good, generally speaking.  
  If asked, the common citizen of the Enclave would agree 
  that workers should be treated fairly, and there is a general 
  recognition that much of the prosperity of the Enclave is due 
  to the mines of Mondaria.
  Age
  Recent (6-49 years).
  Leadership
  Democracy.  
  Current leader is Danalin Foeslash (see Dark Obelisk 2: 
  Adventure Book).
  Inner Circle
  None formally, though friendships abound and crony-ism is 
  commonplace.
  Size
  Diminutive (250-499).
  Stability
  Stable.  
  Although the Elven Administration would like to break and 
  dissolve it, they recognize that the mere outlet of having 
  a voice is a powerful deterrent to more organized chaos, 
  and tolerating the Union’s presence is a necessarily evil to 
  prevent an uprising.
  Enemies
  They have a tense and often antagonistic relationship with 
  the Elven Administration, against which the Union was 
  indeed formed.
  Allies
  None.
  
  45
  Introduction
  FlexTable 4: Faction Characteristics: Dwarven Mining Union
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  C/CN mostly.
  Any
  Any
  Any
  Any
  Race
  Dwarves, 
  mostly.
  All
  All
  All
  All
  Influence
  In Mondaria; 
  Poor in DE; 
  None outside
  Good
  Good
  Good
  Excellent
  Reputation
  -
  Good
  Good
  Good
  Good
  Age
  -
  Recent
  Recent
  Established
  Established
  Size
  -
  Diminutive
  Diminutive
  Tiny
  Tiny
  Stability
  -
  Stable
  Stable
  Stable
  Strong
  Enemies
  -
  Elven Admin
  Elven Admin
  Elven Admin
  Elven Admin
  Allies
  -
  None
  None
  None
  None
  Resources
  -
  Low
  Low
  Low
  Moderate
  Tribute
  -
  1%
  1%
  1%
  2%
  Resources
  Low.  
  Within the Mines, the group prospers a bit, owing to their 
  value and importance, but they prosper under the whip fo 
  the Administration, and they are effectively enslaved to that 
  environment.
  Membership
  Every single worker in the Mines is automatically a member.
  Members consist of every miner, nearly all dwarves no 
  matter their line of work, and some sympathizers outside 
  those endeavors.
  Common Traits
  Blue-collar, working-class folks, or those with a family 
  history of same.
  Demeanor
  They are careful to prevent their protests and political views 
  from impacting their productivity overmuch, lest they be 
  accused of being shiftless.
  Tribute
  Employees are expected to Tribute 1% of their wealth 
  annually to the city.  As always, employees or citizens are 
  welcome to tribute additional wealth to Mondaria, though 
  in practice this hardly ever happens unless the citizen in 
  question needs something specific from the government.  In 
  theory, this is not quite as quid-pro-quo as it might seem; 
  typically the extra tribute is paid to the city by way of thanks 
  for extra effort.
    Quest: Please Send Help
    Summary: A Union dwarf begs the party for help in the 
  imperiled mining city of Mondaria.
    It should be noted that this Quest is really a hook into 
  the separate mega-adventure Dark Obelisk 2: The 
  Mondarian Elective.  This separate adventure book 
  is required to run this Quest; as a result, there’s no 
  reason to introduce this Quest into your Druid Enclave 
  exploration unless you intend to transition the party to 
  this DO2 adventure. 
   
  Similarly, of course, if your gaming group has already 
  encountered Mondaria City in the course of running Dark 
  Obelisk 2, this dwarf’s existence or interaction should 
  alter as a result.
    Rewards: Special.
    Locations: Any (in Druid Enclave); Mondaria City
    Key NPCs: Any Dwarven Mining Union member
    Kickoff: The PCs encounter a dwarf from the mining city 
  of Mondaria.   
   
  Depending on the level of urgency the GM wishes to 
  impart to the party, the dwarf’s circumstances may vary, 
  as follows: 
   
  For a greater sense of urgency, this dwarf left Mondaria 
  just as it was growing dark and evil, and as murders and 
  chaos and monsters began to envelop the mines and take 
  over the city.  This dwarf was in fact one of the few who 
  escaped before the city’s fall, and she begs you to come 
  with her to help determine what befell her comrades. 
   
  
  46
  Introduction
  For a more laid-back option, the dwarf left before the fall 
  of the city on travel they had arranged long before the 
  Dark Obelisk was discovered in the depths of the mining 
  complex.  The dwarf has grown concerned, however, that 
  no messages nor other travelers nor shipments from the 
  mine have been coming in the last few weeks.
    Description:
  The PCs have some options.  
    They can ignore the request, whether rudely or politely.  
  Anything short of accompanying the dwarf back to 
  Mondaria to check on her comrades falls into this 
  category.  
    Next steps really depend on how strongly you wish to 
  push the concept of Dark Obelisk 2.  If you were merely 
  testing the waters, then you can have the dwarf let the 
  interaction slide in disappointment.  Alternately, if you 
  need to push the PCs more strongly, the dwarf may 
  escalate their reaction, turning violent, or desperate, or 
  insane, underscoring the importance of checking out the 
  situation.
    The PCs might be skeptical.  Feel free to roll just to 
  keep up the charade of suspense or skill, but any sort of 
  skill check or investigation, magical or mundane, will 
  immediately and completely validate that the dwarf 
  is telling the truth, and is terrified of the possible 
  outcomes.   
   
  To add a bit of interest and darkness to the proceedings, 
  perhaps it is revealed that not only is the dwarf telling 
  the truth, but her fear and terror seems completely out 
  of proportion to the mere concern of not having heard 
  anything from the city recently.  Almost as if the dwarf 
  had heard rumors, suspicions, of something dark afoot. 
    A good option here is to present the PCs with one or more 
  results from the Rumors & Lore table in Dark Obelisk 2.
    Either as an immediate reaction, or as a result of one 
  of the above considerations, the party might take the 
  dwarf up on her request.  At minimum, the dwarf will 
  happily provide the party with instructions on how to get 
  to the city of Mondaria, a two-days’ ride from the Druid 
  Enclave. 
   
  At the GM’s option, the dwarf may accompany the party 
  to Mondaria, or be too scared to do so, in service to the 
  needs of the party’s composition.
  
  47
  Introduction
  Elven Administration
  Overview
  In one entity, the Elven Administration combines the office 
  of Mayor of the City of Mondaria, and the oversight of 
  operations of the entire mining complex.  They report only 
  to the Druid Enclave Council, which largely cares only for 
  continued profitability.
  Type
  Operations and administration.
  Sigil
  A mountain, superimposed by a leaf.
  Alignments
  Lawful, almost exclusively.
  Races
  Elves, with other races in support capacities only.
  Key Motivations
  Keeping a mining operation profitable.
  Day-to-Day Goals
  Maintain order and ensure worker prodictivity.
  Long-Term Objectives
  Help Mondaria City and its inhabitants to thrive by 
  establishing relationships, trade, and investing back in 
  infrastructure.  Profiting the Druid Enclave.
  And, ultimately, taking over rule of the Druid Enclave for 
  themselves, either by outsing the Council of Elders entirely, 
  or by merely replacing a majority of the Council with 
  members from their own ranks.
  Notable Philosophies
  Law and order are the most effective means of running a 
  city.
  Influence Level
  Near Total, within the city of Mondaria.
  Excellent, within the Druid Enclave.
  Poor, outside of these contexts.
  Reputation
  Average.  
  The Administraiton is very well-known, and it’s 
  acknowledged broadly that profits from the Mines come only 
  thanks to their diligence and organization.  However, rumors 
  of mistreatment, abuse, rape, and even murder and cover-
  ups within the mines are too widespread to not have a basis 
  in reality.
  Age
  Established (50-99 years).
  Leadership
  Autocracy.  
  Current ruler is Mayor Faenadorn (see Dark Obelisk 2 
  Adventure Book).
  Inner Circle
  Mine administration day-to-day falls to Taskmasters and 
  other ranks (see Dark Obelisk 2 Adventure Book).
  Size
  Local (25-99).
  Stability
  Strong.  
  Some form of administration is required to rule Mondaria 
  and provide profits to the Enclave, but outcry recently has 
  worn thin the Administration’s public standing.
  Enemies
  It’s part of the fundamental problem between the two groups 
  that the Elven Administration views the Dwaven Mining 
  Union as an enemy.
  Allies
  The Council of Elders of the Druid Enclave, though some 
  within those ranks question the Administration’s methods.
  
  48
  Introduction
  FlexTable 5: Faction Characteristics: Elven Administration
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  -
  L
  L
  L
  L
  Race
  Others in 
  support
  Elf
  Elf
  Elf
  Elf
  Influence
  Excellent 
  in DE; Poor 
  outside
  Near Total
  Near Total
  Near Total
  Near Total
  Reputation
  -
  Average
  Average
  Average
  Average
  Age
  -
  Established
  Established
  Established
  Established
  Size
  -
  Local
  Local
  Local
  Local
  Stability
  -
  Strong
  Strong
  Strong
  Very Strong
  Enemies
  -
  Dwarf Union
  Dwarf Union
  Dwarf Union
  Dwarf 
  Union
  Allies
  -
  DE Council
  DE Council
  DE Council
  DE Council
  Resources
  -
  Very High
  Very High
  Very High
  Very High
  Tribute
  -
  1%
  1%
  1%
  1%
  Resources
  Very High.  
  Membership
  All members are either hired or appointed by the Druid 
  Enclave.
  Members are typically Lawful or Lawful Neutral citizens 
  with a knack for administration, or a special skill.
  Common Traits
  In addition to alignment, members of the Administration are 
  often better dressed, fed, and generally taken care of than 
  workers in the mines.
  Demeanor
  Effectiveness and efficiency, law and order are the goals of 
  most government employees.
  Tribute
  Employees are expected to Tribute 1% of their wealth 
  annually to the city.  Citizens are also expected to tribute, 
  either directly to the city, or to one of its factions or 
  religions.  As always, employees or citizens are welcome 
  to tribute additional wealth to the Druid Enclave, though 
  in practice this hardly ever happens unless the citizen in 
  question needs something specific from the government.  In 
  theory, this is not quite as quid-pro-quo as it might seem; 
  typically the extra tribute is paid to the city by way of thanks 
  for extra effort.
    Quest: Coverup
    Summary: The PCs are asked to eliminate an interfering 
  dwarf to preserve peace and order.
    Rewards:   
    1,500 gp / 
    3,500 gp / 
    8,000 gp / 
    14,000 gp; up to 
    2 Reward Stars.
    Locations: Anywhere on the Ground Level of the Druid 
  Enclave.
    Key NPCs: Any who are part of the Elven Administration 
  faction, with some sort of positive Attitude toward the 
  PCs.
    Kickoff: In discussions with an NPC who is a member 
  of the Elven Administration, the character will bring up 
  the topic of recent threats to the Administration by the 
  Dwarven Mining Union.  One dwarf in particular has 
  been a thorn in their side, spreading untrue rumors that 
  the Enclave has lost contact with the city of Mondaria. 
   
  This refers to the dwarf who introduces “Quest: Please 
  Send Help” on page 45.
    Description:
  The NPC describes the recent rumors as a likely attempt to 
  subvert public confidence in the Administration, leading 
  to some assumed benefit for the Union, but short-term, 
  any such lack of confidence could lead to disastrous 
  consequences for all of Mondaria if there is unrest or a 
  revolt.
  This dwarf will not listen to reason, and refuses outright to 
  even speak with any member of the Administration.
    If the PCs refuse, or if they refuse to take violent action 
  
  49
  Introduction
  against the dwarf (either before, or after, hearing her 
  side of things), they will lose Attitude with the NPC and 
  with the Elven Administration. 
   
  Good or Neutral parties who hear the dwarf’s side 
  and then decide to take no further action receive 
    2 
  Reward Stars for this Quest in addition to any reward 
  associated with the dwarf’s Quest.
    The PCs may accept, and follow through with the desired 
  activities—threats, violence, or even killing the dwarf 
  qualify.  Assuming the actions taken are in line with their 
  Alignment and character, the party receives the monetary 
  reward listed as well as 
    1 Reward Star.
  
  50
  Introduction
  Enclave Security
  Overview
  Technically in charge of all security for the Enclave, in 
  practice, they’re responsible for the city’s defenses, and then 
  only when threatened. Thus their power waxes and wanes 
  in reflection of the level of external threat that perceived as 
  upcoming.  At the moment, there is unrest and uncertainty 
  around Mondaria, and as a result, the Militia forces have 
  been raised and reserves called up in anticipation of the 
  worst-case scenario.
  Type
  Military / security.
  Sigil
  Crossed green blades or spears.
  Alignments
  Any, though Lawful predominates.
  Races
  Any, though Elves and Dwarves serve in equal number for 
  the most part.
  Key Motivations
  Provide for the defense of the Enclave, its leadership, and its 
  citizens.
  Day-to-Day Goals
  Ensure an orderly society in the Enclave.
  Long-Term Objectives
  Defeat enemies of the Enclave in a general sense... both 
  inside and outside.
  Notable Philosophies
  Law and order allow a society to flourish.
  Influence Level
  Good, within the Enclave.  None, outside of that context.
  Reputation
  Good.  Although most citizens view Security as an 
  unnecessary flourish, attacks from outside and treason from 
  within are common enough that everyone recognizes their 
  necessity.
  Age
  Very Old (250-499 years).
  Leadership
  A Captain of the Guard serves as the ruler overall of all 
  security forces.
  Inner Circle
  Security forces are divided into two categories: Enclave 
  Security, and Elite Council Guard.
  Enclave Security are the common forces, and the ones that 
  most citizens are familiar with.  They are the guards that 
  townsfolk see throughout the city.
  Elite Council Guard are highly-trained, well-equipped, 
  formidable warriors.  They are tasked with guarding the 
  Council of Elders, and in times of siege or war, with leading 
  the military forces of the Enclave.
  Size
  Local (25-99).
  Stability
  Very Strong.  Security forces are essential to defend the 
  Enclave; even the most chaotic of the citizenry would not 
  wish to disband the group.
  Enemies
  None, in an organized manner.  
  More generally, any enemy of the Enclave is an enemy of 
  Enclave Security.
  Allies
  Council of Elders.
  Resources
  High.  Enclave forces tend to be well-equipped, particularly 
  the Elite Council Guard.
  
  51
  Introduction
  FlexTable 6: Faction Characteristics: Enclave Security
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  -
  Lawful
  Lawful
  Lawful
  Lawful
  Race
  Mostly; 
  others are in 
  minority
  Elf/Dwarf
  Elf/Dwarf
  Elf/Dwarf
  Elf/Dwarf
  Influence
  -
  Good
  Good
  Good
  Good
  Reputation
  -
  Good
  Good
  Good
  Good
  Age
  -
  Very Old
  Very Old
  Very Old
  Venerable
  Size
  -
  Local
  Local
  Local
  Regional
  Stability
  -
  Very Strong
  Very Strong
  Very Strong
  Very Strong
  Enemies
  -
  None
  None
  None
  None
  Allies
  -
  Council of 
  Elders
  Council of Elders
  Council of 
  Elders
  Council of 
  Elders
  Resources
  -
  High
  High
  High
  High
  Tribute
  -
  1%
  1%
  1%
  1%
  Membership
  Members of Enclave Security are hired into the position, 
  though they do not think themselves mercenaries.
  Common Traits
  Many hail from a military background in a broader or more 
  formal sense.  
  Demeanor
  Warlike, but beneath the surface, with an outward calm.
  Tribute
  Enclave Security are expected to donate 1% of their income 
  back to the Enclave.  In rare cases for more junior members, 
  their pay may be so low as to exempt them from this 
  requirement.
    Quest: Mining the Truth
    It should be noted that this Quest is really a hook into 
  the separate mega-adventure Dark Obelisk 2: The 
  Mondarian Elective.  This separate adventure book 
  is required to run this Quest; as a result, there’s no 
  reason to introduce this Quest into your Druid Enclave 
  exploration unless you intend to transition the party to 
  this DO2 adventure. 
   
  Similarly, of course, if your gaming group has already 
  encountered Mondaria City in the course of running Dark 
  Obelisk 2, this Quest may or may not apply. 
   
  It is quite possible for the party to completely exhaust 
  and resolve the adventure of Dark Obelisk 2, but still 
  pursue this Mining the Truth Quest, because the nature 
  of the disaster that occurred in the city of Mondaria was 
  a secret.
    Summary: Discover what happened to Mondaria City, 
  and tell the Council, and militia forces.
    Rewards:   
    4,000 gp / 
    8,000 gp / 
    14,000 gp / 
    20,000 gp; up to 
    3 Reward Stars.
    Locations: Anywhere in the Druid Enclave; Mondaria 
  City.
    Key NPCs: Any in the Enclave Security, and/or any 
  member of the Council of Elders.
    Kickoff: In discussions with any member of Enclave 
  Security, or with any Elder, the nature of Mondaria City 
  and its rich mining enterprise come up in conversation.   
   
  The nature of that conversation should be dictated by 
  the party’s existing knowledge of, and experience with, 
  Mondaria City and the events of Dark Obelisk 2 (see 
  below). 
   
  Ultimately, the PCs should be left with more questions 
  than answers, and enough reason to venture forth to 
  Mondaria City to continue the Quest.
    There are two possibilities in terms of sequencing: 
   
  If the PCs have never heard of or experienced Mondaria 
  City / played through Dark Obelisk 2, the fact that 
  Mondaria City exists, and that its mines serve as the 
  primary source of financial security for the Enclave, 
  should be the stepping-off point for conversations around 
  this Quest. 
   
  
  52
  Introduction
  If the PCs have already heard of Mondaria City, and/
  or have played through the Dark Obelisk 2 adventure 
  to some extent, then the nature of the conversation can 
  shift and be an easier introduction to this Quest.
    Description:
  The PCs have the following options in broad strokes:
    The party can ignore the opportunity.  This should have 
  few reprecussions, though enterprising GMs who want to 
  force the issue more strongly can have Enclave Security 
  NPCs and Elders approach the party with increasing 
  urgency to ask their involvement repeatedly. 
   
  If you are including Mondaria City and the events of 
  Dark Obelisk 2 in your campaign setting, it should be 
  underscored that without the revenues from the mines 
  of Mondaria, the Enclave is in dire straits and will not 
  survive for an extended period.  The lack of response 
  from the city and the lack of shipments from its mines 
  should fairly quickly represent a clear and present danger 
  to the Enclave.
    The PCs can investigate of their own accord and interest.  
  In this framing, they are of course free to come to their 
  own conclusions and investigate as much as they like.  
  They are beholden to no member of the Council.   
   
  It may or may not come to pass that they receive any 
  reward.
    The party can agree to investigate, and to serve as a 
  semi-formal emissary of the Enclave Security forces and 
  of the Council by extension.  Such an agreement results 
  in the described monetary reward for returning with 
  information about what has occurred to the city and its 
  mines, but binds the PCs to silence in that they may not 
  reveal any information about Mondaria to anyone outside 
  the Council and the person who commissioned their 
  involvement.
    Regardless of their motivation, if the PCs venture 
  to Mondaria City, and discover the truth about what 
  happened there (see the Dark Obelisk 2 Adventure 
  Book), if they return and inform the Council, they will 
  receive an additional reward of 
    1 Reward Star. 
   
  If the PCs perform this report in the context of having 
  been asked to do so and having agreed, they will receive 
  the monetary reward listed as well... but only if they vow 
  to keep the matter to themselves. 
   
  The PCs will be thanked for their service and for the 
  information.  
    If the PCs do not agree to keep quiet, they forefit any 
  monetary reward involved and will be supervised very 
  closely by the Council and by Enclave Security going 
  forward.
    If the PCs wish, they can push back, demanding some 
  accountability and/or public report on the matter.  It is 
  up to the GM as to how successful these efforts will be, 
  but it is encouraged that the mere attempt merits 
    2 
  Reward Stars, which stack with other rewards of the 
  Quest.
    Quest: Awkward Legacy
    Summary: A junior member of the Elite Council Guard is 
  not passing muster.  The PCs have the opportunity to try 
  and address the situation.
    Rewards:   
    750 gp / 
    1,500 gp / 
    4,500 gp / 
    
  8,000 gp; up to 
    1 Reward Star.
    Locations: Ground Level of the Druid Enclave.
    Key NPCs: Any member of the Elite Council Guard.
    Kickoff: Once the PCs gain at least 5 points in the 
  Attitude Tracker of an NPC who is a member of the Elite 
  Council Guard, this Quest is introduced. 
   
  The Elite Guardsman describes the situation and asks the 
  party’s help in addressing.  Perhaps, she says, an outsider 
  to the Guard will help in their fresh perspective.
    Description:
  A junior member of the Guard is not passing muster.  He got 
  the position as an inherited title from his late father.  
  The Elite Council Guard in the Druid Enclave is not just a 
  job, it’s a lifestyle, and membership is a coveted honor often 
  handed down from generation to generation.
  Nobody wants to confront the poor lad about his 
  performance, particularly given how well-respected his 
  father had been and how recently he passed, but it’s clear 
  that the apple has fallen quite far from the tree in this case.
  The PCs must either convince the Elite Guardsman to give 
  up his position, convince Elite Guard leadership to give 
  the man a desk job or something, or somehow grant the 
  underperformed the abilities he appears to lack.
    The PCs can ignore the request.  This doesn’t harm them 
  in any way, but is a missed opportunity.
    Convincing the Guardsman to give up the position is 
  one approach that the party can take.  This requires two 
  successive skill checks; failing either one reverts the 
  party to requiring two in a row.   
   
  For these checks, grant the awkward lad the profile of an 
  Elite Council Guard (p 653). 
   
  These checks are the party’s 
    Diplomacy or 
  Intimidate, opposed by the NPC’s 
    Bluff skill.  The 
  awkward lad gets a +2 circumstance bonus to his checks, 
  given that the position he’s being talked out of is his 
  entire livelihood. 
   
  The PCs can fail no more than twice before the lad 
  refuses to talk with them further.  Failure to this degree 
  fails this outcome of the Quest, but the party is welcome 
  to pursue other options (see below). 
   
  Two successes in a row means that logic has sunk in, and 
  the lad will voluntarily give up his post.  
    As an alternative to the above, or as its own initial 
  pursuit, the PCs can try to convince Guard leadership to 
  give the lad a desk job rather than subject him, and the 
  Elite Guard as an institution, to further embarassment 
  and frustration. 
  
  53
  Introduction
   
  For these checks, assume the Guard Captain is a member 
  of the Anointed Guard (p 621). 
   
  The PCs must succeed in three skill checks, and may 
  fail no more than three.  The three successes need 
  not be in sequence; that is, the party may fail one or 
  more in between successes.  Each check is the party’s 
    Diplomacy or Sense Motive, opposed by the Guard 
  Captain’s Diplomacy or Intimidate. 
   
  Failing more than three times means the Captain is 
  unconvinced of this approach to resolution, and will not 
  speak of the matter further with the party.   
   
  Three successes before that point is reached means the 
  awkward lad will be reassigned, saving himself and the 
  Elite Guard further hassle.
    Regardless of how it comes to be, if the awkward Elite 
  Guard steps down, the PCs benefit from the monetary 
  reward plus 
    1 Reward Star.
    Quest: Blades in Shadow
    Summary: The PCs uncover a conspiracy in the Guard to 
  assassinate one of the Elders.
    Rewards:   
    2,500 gp / 
    5,000 gp / 
    7,500 gp / 
    15,000 gp; up to 
    2 Reward Stars.
    Locations: Anywhere in the Druid Enclave.
    Key NPCs: At least one member of Enclave Security.
    Kickoff: The party may stumble upon a scrap of paper, 
  a overhear a whispered conversation, or simply press 
  and delve deeply into conversation with a member of the 
  Security forces, and discover the nature of the situation.
    Description:
  There is a small conspiracy within the Guard to assassinate 
  one or more of the Elders.  This is driven purely by profit and 
  disenfranchisement; they themselves do not wish to usurp 
  the position.  They are on the lookout for someone with 
  political ambition, and will gladly kill any one of the Elders 
  in exchange for protection and a wealth of money.
  The PCs must discover the conspiracy, all of its members, 
  and decide what to do.  They can take advantage of the 
  situation, in which case the conspirators will either succeed 
  and the PCs will be on the hook for a great deal of money 
  (particularly as the conspirators will demand double to keep 
  their silence), or the conspirators will fail, and blame the PCs 
  in a heartbeat.
    Ignoring the situation doesn’t cause harm or benefit the 
  party.  At the GM’s discretion, the plot can either succeed, 
  be foiled by someone else, or simply fall apart as the 
  people involved lose their nerve before committing the 
  act.
    If the party confronts the conspirators, they will be 
  presented with an option: join them, and perform the 
  deed, or fight the conspirators.
    Fighting the conspirators results in a to-the-death battle, 
  as the party knows a deadly secret and has refused to 
  keep quiet about it.  Success for the party results in loot 
  from the bodies.  On the bodies will also be some written 
  evidence of the conspiracy, which can be presented to the 
  Council for the monetary reward listed. 
   
  Killing the conspirators is also worth 
    1 Reward Star. 
   
  Turning in evidence to the Council, whether the 
  motviation, is worth an additional 
    1 Reward Star 
  which stacks.
    The party may attempt to talk the conspirators out of 
  the action.  This requires a DC 20 
    Diplomacy check, 
  opposed by the Bluff skill of an Enclave Guard (p 659); 
  the Guardsmen have a +3 circumstance bonus on the 
  check.  Success means that a cooler head has prevailed, 
  and the attempt will not take place; the party benefits 
  from 
    2 Reward Stars  as well, though no monetary 
  reward. 
   
  Failure means the party may try again, but with a further 
  -2 penalty on their check.  Failure a second time results 
  in combat, as the conspirators realize the persistence of 
  the party and believe they must fight their way out of the 
  situation.
  
  54
  Introduction
  The Moss
  Overview
  A privately-owned and managed offshoot of one of the more 
  major military Factions, this is a combination of a Thieves’ 
  Guild and a mercenary guild.  
  Responsible for brokering contracts between employer and 
  mercenary, often for short- to medium-term assignments (as 
  little as a day, as much as a year; beyond that, mercenaries 
  tend to manage their own contract since it’s less overhead).  
  The Guild takes 20% as a management fee; an additional 
  20% if the Guild themselves found the position for the 
  mercenary in question.  
  The seedy underbelly of the Guild, however, is that they also 
  pilfer from those they serve, and act as a fence for the stolen 
  merchandise.
  Type
  Underworld trade and mercenary guild.
  Sigil
  A light red leaf or foliage.
  Alignments
  Any, though Good alignments are rare, and Lawful 
  alignments are uncommon.
  Races
  Any.
  Key Motivations
  Wealth and underworld power.
  Day-to-Day Goals
  Provide contracts for its mercenaries, steal from its 
  employers, and fence valuables stolen by its members.
  Long-Term Objectives
  Become the strongest organized crime faction in the Enclave, 
  and beyond.
  Notable Philosophies
  Anyone unable to defend their own property, or desperate 
  enough to hire underworld labor, kind of deserves to have 
  their possessions nicked.
  Influence Level
  Poor.  Part of their approach is to operate under the radar, so 
  by definition, few in power know that they even exist.
  Reputation
  Bad.  They do provide a useful service, and it’s generally 
  inconclusive that it was their members who stole... but the 
  coincidences allow some to put two and two together.
  Age
  New (1-5 years).
  Leadership
  The Rock, a black market leader, guides operations.  He’s in 
  that position through sheer force of will, as the Moss was his 
  own invention.
  Inner Circle
  A cadre of elite mercenaries acts as bodyguard and enforcer 
  when not under active employ.
  In addition, The Moss has recently branched out into 
  blackmail operations thanks to the leadership of the 
  Blackmail Leader, who has just joined the ranks of the 
  organization in the last two years.
  Size
  Local (25-99).
  Stability
  Unstable.  Its newness and the chaotic nature of its members 
  wars with the surety of The Rock’s rule.  Under anyone 
  else’s leadership, The Moss would have folded or reverted 
  to a simple thieves’ guild sort of arrangement quickly after 
  inception.
  Enemies
  Enclave Security.
  Allies
  None, though the Rock is open to alliances with any who can 
  provide contracts, stolen goods, or blackmail information.
  
  55
  Introduction
  FlexTable 7: Faction Characteristics: The Moss
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  L uncommon
  Non-Good
  Non-Good
  Non-Good
  Non-Good
  Race
  -
  Any
  Any
  Any
  Any
  Influence
  -
  Poor
  Poor
  Poor
  Poor
  Reputation
  -
  Bad
  Bad
  Bad
  Bad
  Age
  -
  New
  New
  New
  Recent
  Size
  -
  Local
  Local
  Regional
  Regional
  Stability
  -
  Unstable
  Unstable
  Unstable
  Weak
  Enemies
  -
  Enclave 
  Security
  Enclave Security
  Enclave 
  Security
  Enclave 
  Security
  Allies
  -
  None
  None
  None
  None
  Resources
  -
  Low
  Low
  Low
  Moderate
  Tribute
  Of contracts; 
  50% of 
  fenced sales
  20-40%
  20-40%
  20-40%
  20-40%
  Resources
  Low.  For a fledgling group, it commands a great deal of 
  wealth, but The Rock guards this secret viciously, lest 
  jealousy and greed bring things down from within.
  Membership
  Thieves, mercenaries, grunts, enforcers, brutes, ne’er-do-
  wells, and disgruntled socialites on the prowl for something 
  to spike the adrenaline—all are welcome in the shady 
  underbelly of the Enclave.
  Common Traits
  Every member is engaged in, or seeks, some form of 
  profitable illegal activity. 
  Demeanor
  Some appear to be genuine, run-of-the-mill mercenaries.  
  Informants appear to be normal citizens, servers, cooks, or 
  the like.  
  There is no true common link that binds the membership, 
  other than their criminal intent.
  Tribute
  The Moss collects 20% of all mercenary contracts of its 
  members; 40% for situations that they arrange, as a 
  management fee.
  They take a 50% cut of all fenced goods.
  It’s important to note that they will resell goods regardless 
  of their origin.  That its mercenary members thieve from the 
  wealthy who employ them is a secret that only a few dozen 
  members are privy to.
    Quest: Under the 
  Underguild
    Summary: The PCs must discover the ulterior motive of 
  the mercenary guild.
    Rewards:   
    2,000 gp / 
    4,000 gp / 
    8,000 gp / 
    16,000 gp; up to 
    3 Reward Stars.
    Locations: Any in the Druid Enclave.
    Key NPCs: Any associated with The Moss.
    Kickoff: In discussions with members of the Moss, or 
  on their own gut feel, the PCs suspect there may be 
  something more going on than a simple scenario of 
  mercenaries-for-hire.   
   
  If the PCs do not suspect something on their own based 
  on the GM’s description of things, it could be that 
  Passive Perception checks or Wisdom checks of any kind, 
  particularly by the party’s Rogue and/or anyone with 
  Appraise or similar skills or background, will indicate 
  that all of The Moss’ members are dressed and equipped 
  far better off than would be possible merely through the 
  revenues of a mercenary.
    Description:
  There are many paths to take in discovering the truth, which 
  for the purposes of this quest are defined in two pieces.
  First, the PCs may discover that The Moss is in the business 
  of fencing stolen goods.  Second, they may discover that 
  some of the guild’s more elite mercenaries are prone to steal 
  items from the very people they are employed by.
  
  56
  Introduction
  It is almost impossible that the PCs would discover the 
  second, theiving, part without also first uncovering the 
  fencing operation, but at the GM’s discretion, it might be 
  feasible.
    If the PCs talk with members, and pursue questioning.  
  This may gradually reveal something, via the following 
  Skill Challenge:
    Uncovering the Truth
    First Check: DC 
    14 / 
    16 / 
    18 / 
    20 Sense 
  Motive or Diplomacy, opposed by the NPC’s Bluff or 
  Intimidate.  
  PCs gain a +2 bonus on the check for each Rogue or rough 
  equivalent in their party (that is, each PC with at least one 
  level of Rogue).  
  Failure means the NPC’s Attitude Tracker suffers a -4 impact 
  and that NPC will not talk further with the party today.  
  Failure by more than 4 points will turn the NPC hostile to the 
  party immediately.  Failure by more than 7 points means the 
  NPC attacks the party.
  Success indicates advancing to the Second Check.  
  Success by 4 or more points advances directly to the Third 
  Check.
    Second Check: DC 
    16 / 
    18 / 
    20 / 
    22 Sense 
  Motive or Intimidate, opposed by the NPC’s Bluff. 
  The PCs gain a bonus on this check equal to the amount by 
  which they most recently passed the First Check.
  Failure reverts to the First Check.
  Success advances to the Third Check.
    Third Check: DC 
    18 / 
    20 / 
    22 / 
    24 
  Diplomacy or Intimidate, opposed by the NPC’s Bluff or 
  Intimidate.
  Failure reverts to the Second Check; failure by 4 or more 
  points reverts to the First Check.
  Success will reveal the first undercover activity: fencing 
  stolen goods.  The PCs may attempt to question the NPC 
  further to discover the second activity, however they risk 
  reverting to earlier check stages if they fail.
  Success by 4 or more points additionally reveals the second 
  activity: stealing from employers.  
    Alternately, the PCs may capture, torture, or threaten a 
  member of The Moss.   
   
  Reducing any member to fewer than half their maximum 
  hit point total will force them to capitulate, and will 
  reveal the first undercover activity.   
   
  There is a 
    25% chance that the NPC threatened 
  will even be aware of the second activity (stealing from 
  employers); if they know of it, damaged NPCs will reveal 
  this to the party as well.
    Regardless of how the PCs come by the knowledge, they 
  receive 
    1 Reward Star merely for uncovering each of 
  the situations (that is, up to 2 Reward Stars).
    The PCs can use the uncovered information to blackmail 
  the faction, resulting in the one-time payment of the 
  monetary reward listed.   
   
  Unfortunately, The Moss does not take well to threats.  
  The day after the NPC involved pays the party off, the 
  PCs will be attacked by 
    2d6 Black Market Guards (p 
  630) and 
    1d4 Thieves (p 727).  This group is out 
  for blood, and will not stop fighting until the PCs are all 
  dead. 
   
  Successfully fighting off the attack results in 
    1 
  Reward Star... and, of course, the party can keep the 
  money.
    Alternately, very enterprising parties can try to use 
  the accumulated information to take over the criminal 
  underbelly of The Moss.  This will involve converting 
  one or more of the faction’s inner circle to their cause, 
  blackmailing or holding the knowledge over their heads, 
  or simply threatening enough people.
  
  57
  Introduction
  Thornpriests
  Overview
  An unofficial offshoot of the central tenets of the Druids who 
  compose the Enclave, Thornpriests are those dedicated to the 
  use of nature as a weapon.
  They arose a generation ago, out of the leadership of a 
  Druid Enclave embattled with goblin and giant attacks.  The 
  Thornpriest approach to Druidic study and their rigorous 
  combat discipline allowed the Enclave to survive years of 
  assault.
  However, in the peace that followed, the Thornpriests grew 
  bored and itched for further glory.  Most left the Enclave at 
  that time, seeking riches, wonder, and blood in the Realm 
  beyond. 
  Some Thornpriests yet linger in the region surrounding the 
  Enclave.  It is said that these few long for a time of strife, 
  and some even rumor that they work actively with enemies 
  of the Enclave to bring about disaster, so that they might 
  once again have a place in the world of the Druids that now 
  no longer seems to need them.
  Type
  Class (Druid) / military.
  Sigil
  A tree, crossed with a nail or thorn.
  Alignments
  Any neutral, though Chaotic Neutral tends to dominate.
  Races
  Any, though Humans and Elves are very common.
  Key Motivations
  Righteous battle in defense of a good cause, utilizing nature 
  as weaponry, is the glory that every Thornpriest seeks.
  Day-to-Day Goals
  Refine one’s skill in weaponizing natural elements.  Increase 
  one’s Druidic study and battle potency.
  Long-Term Objectives
  Bring the enemies of the Druids to their knees and break 
  them upon the wall of the Enclave.
  Notable Philosophies
  Nature is a terrible, potent force if wielded correctly in 
  defense of the noble who are attacked.
  Influence Level
  Little.  Once, they wielded immense power in the Enclave, 
  and nearly the entire Council consisted of their ranks.  Today, 
  however, few believe they are still a legitimate force, and 
  the handful that engage in polite society in the Enclave are 
  viewed with suspicion.
  Reputation
  Bad.  They’re not very well known, and even less understood.  
  Most who are aware of them, fear them, and view them as a 
  force likely to destroy, not preserve, the peace in which the 
  Enclave has thrived for decades.
  Age
  Old (100-249 years).
  Leadership
  The Bloodthorn is the senior member of the faction, though 
  those who live near the Enclave have not heard of her for 
  many years.  It is said that the Bloodthorn is the daughter 
  of the founder of the Thornpriests, the Council Elder 
  who created the sect in defense of the Enclave an elven 
  generation ago.
  Inner Circle
  Day-to-day, each member tends to keep to themselves.  Most 
  are almost hermetic in their approach to things, though some 
  few find a somewhat normal life in the Enclave.
  Size
  Regional (100-249).
  Stability
  Weak.  Although individual members tend to remain very 
  strong in their faith and commitment to the concept, new 
  members have not joined in quite some time.  Total count has 
  waned substantially.  
  
  58
  Introduction
  FlexTable 8: Faction Characteristics: Thornpriests
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  CN 
  dominates
  Neutral
  Neutral
  Neutral
  Neutral
  Race
  -
  Elf / Human
  Elf / Human
  Elf / Human
  Elf / Human
  Influence
  -
  Little
  Little
  Little
  Little
  Reputation
  -
  Bad
  Bad
  Bad
  Bad
  Age
  -
  Old
  Old
  Old
  Very Old
  Size
  -
  Regional
  Regional
  Regional
  Diminutive
  Stability
  -
  Weak
  Weak
  Weak
  Stable
  Enemies
  -
  None
  None
  None
  None
  Allies
  -
  None
  None
  None
  None
  Resources
  -
  None
  None
  None
  None
  Tribute
  -
  None
  None
  None
  None
  Enemies
  Theoretically, any enemy of the Enclave itself, or Druids, 
  more generally speaking.
  In practice, the Thornpriests have come gradually to realize 
  that the enemy of their true nature is peace itself.
  Allies
  None, though they long to once again count the Council of 
  Elders among their allies and supporters.
  Resources
  None.  Outside of what each individual member owns, the 
  faction as a whole possesses nothing.
  Membership
  Members are Druids, almost exclusively, and those dedicated 
  to combat magics predominantly.
  Once, there was a ritual required to join, as well as certain 
  rites and deeds that were to the benefit of the faction and the 
  Enclave.  
  These days, however, it has been so many years since new 
  members joined, any existing Thornpriest would welcome 
  new membership with open arms and zero prerequisites.
  Common Traits
  Druids, with a passion for battle and for defense of the 
  righteous. 
  Demeanor
  Most don’t say much, either because they have grown unused 
  to speaking with others, or because their passion for their 
  nature is often interpreted as mania.
  Hermetic in garb and demeanor, most Thornpriests are 
  unwelcome visitors when they come into town.
  Tribute
  In the absence of the Bloodthorn, and with waning and 
  scattered membership, there is no formal Tribute structure 
  in place for the faction.
    Quest: Blood from a Thorn
    Summary: The PCs are challenged to join the 
  Thornpriests.
    Rewards:   Up to 
    1 Reward Star; membership in the 
  faction.
    Locations: Anywhere in the Druid Enclave, or 
  surrounding territories.
    Key NPCs: Any current member of the Thornpriests.
    Kickoff: Upon discussion of any sort with any member 
  of the Thornpriests, the NPC involved suggests that the 
  party may wish to join the faction.
    Description:
  Although typically, the faction is somewhat starved for 
  membership, the party hails from parts unknown, and are 
  likely unknown from inside the Enclave when they first 
  encounter this Quest.
  As a result—and, from a selfish perspective, as an 
  opportunity to get something done for the faction—the 
  Thornpriest in question will demand a helpful task to benefit 
  the faction before granting membership.
    If the PCs ignore the offer, there is no immediate impact.  
  They may return to take the NPC up on the offer at any 
  time.
  
  59
  Introduction
    The PCs can attempt to bribe their way into the faction, 
  rather than perform a task.  This requires 50 gp per class 
  level of the party, all-told.   
   
  So, for example, a group of four PCs, all of 10th level, 
  would require a tribute of 2,000 gp to join. 
   
  This approach results in successful membership in the 
  Thornpriests.
    The “best” way to play this, and the one anticipated by 
  the NPC offering the option, is to perform a service for 
  the group as requested.  The nature can vary according 
  to your campaign world and the GM’s preferences, but 
  options might be any of the following: 
   
  1: Casting spells (specifically, Druidic or Ranger) to clear, 
  prepare, cure, or enlarge the scope of woodland life in 
  the area. 
   
  2: Curing one or more Thornpriest members of poison 
  and/or disease. 
   
  3: Casting Stone to Flesh, or similar treatment, on a 
  stoned member of the faction who willed that they be put 
  in a glade as a tranquil memoriam if they could not be 
  cured. 
   
  Succesfully performing an activity like those above 
  qualifies the party to become members of the 
  Thornpriests, and benefits them  
    1 Reward Star. 
   
  The party is encouraged to create their own activity that 
  qualifies; this could even be described as part of the 
  requirement, that it is a measure of the party’s creativity 
  and dedication.
  
  60
  Introduction
  Rake & Sickle
  Overview
  Not well liked among the Council or the commoners, they are 
  nevertheless essential of course for the continued food needs 
  of the Enclave.
  Their task is viewed as secondary to the pursuits a Druid 
  should undertake.  Most members of the Enclave view the 
  efforts of Rake & Sickle as beneath Druids.
  Type
  Trade guild (farming).
  Sigil
  A sheaf of wheat.
  Alignments
  Any, though Lawful Neutral predominates.
  Races
  Any.
  Key Motivations
  Provide food for the Enclave and beyond.
  Day-to-Day Goals
  Perform the activities of farming, according to the season.
  Long-Term Objectives
  Ensure that the farming community is respected and well 
  taken care of by the Enclave who they help feed.
  Notable Philosophies
  Without farms, there is no food.
  Influence Level
  Poor.  Although valuable, this faction is taken for granted 
  largely by the powers in authority.
  Reputation
  Good.  Farmers rarely cause much trouble, and can be relied 
  upon to act in the general good interest of the Enclave and 
  its members.
  Age
  Established (50-99 years).
  Leadership
  There’s little formality among the group, though the Rake is 
  one who will speak on the behalf of the farming community 
  to represent their interests in Council meetings.
  The Rake is elected informally, and in practice, it tends 
  to require some combination of stubbornness, age, and 
  charisma.
  Inner Circle
  Outside of the Rake himself, there are no other positions of 
  power or authority in the faction.
  Size
  Regional (100-249).
  Stability
  Very Strong.  
  Enemies
  None.
  Allies
  None formally.  They would like to consider the Council 
  of Elders an ally, but the mere fact that they require 
  representation by the Rake at Council meetings suggests that 
  it is not as obvious a relationship as might be imagined.
  Resources
  Very Low.  Although essential for the continued survival of 
  the Council and of the Enclave, Rake & Blade members keep 
  very little of what they produce.
  Membership
  All one has to do to participate is to be a farmer.  
  
  61
  Introduction
  FlexTable 9: Faction Characteristics: Rake & Sickle
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  LN mostly
  Any
  Any
  Any
  Any
  Race
  -
  Any
  Any
  Any
  Any
  Influence
  -
  Poor
  Poor
  Little
  Little
  Reputation
  -
  Good
  Good
  Good
  Good
  Age
  -
  Established
  Established
  Established
  Old
  Size
  -
  Regional
  Regional
  Regional
  Diminutive
  Stability
  -
  Very Strong
  Very Strong
  Very Strong
  Very Strong
  Enemies
  -
  None
  None
  None
  None
  Allies
  -
  None
  None
  None
  None
  Resources
  -
  Very Low
  Very Low
  Very Low
  Very Low
  Tribute
  To DE, not to 
  faction
  1%
  1%
  1%
  1%
  Common Traits
  All members are active farmers.
  Demeanor
  Farmers by their nature tend to be risk-adverse, calm, and 
  take the long view of things.  Slow to react, but stubborn as 
  hell once aroused, Rake & Sickle members will defend what 
  they have and what they value to the death.
  Tribute
  It is expected that Rake & Sickle members tribute 1% of their 
  income to the Druid Enclave.  The faction itself has no stores 
  or wares of its own.  
  Furthermore, it is expected—though hardly law—that farmers 
  will contribute at least 50% of what they produce to the 
  Enclave for free.  More than that may be provided to the 
  Enclave, and may be sold.
    Quest: No Farms, No Food
    Summary: Elevate the importance of the Farming Guild 
  in the context of the Druid Enclave by advocating for 
  them, and, in extreme measures, cut off the food supply.
    Rewards:   
    1,000 gp / 
    2,500 gp / 
    5,000 gp / 
    8,000 gp; up to 
    2 Reward Stars.
    Locations: Ground Level of the Druid Enclave, or 
  anywhere outside of the Enclave.
    Key NPCs: Any associated with Rake & Sickle.
    Kickoff: Talking for more than a minute with any active 
  member of Rake & Sickle will reveal this Quest as a 
  request.
    Description:
  The ultimate goal here is to get farmers a better deal and 
  more importance in society.
  The PCs are asked to do whatever they can to intervene 
  on the guild’s behalf.  Exactly what they might suggest the 
  party do depends on the party’s connections to the Council of 
  Elders, and what they might have already done in the context 
  of other Quests.
  At minimum, the party will be asked to advocate for them 
  when and if they meet with the Council of Elders.  
  Accepting the task is not so straightforward.  Advocating for 
  farmers is a general action; since the farmers aren’t really 
  looking for anything specific, it’s all too easy for the party 
  to ask the Council “can you treat them better?”, and for the 
  Council to respond “oh yes, of course”, and then take no 
  tangible action.
  To succeed in a form that merits a reward, the party will 
  have to either identify something tangible, and make it 
  happen, or press with Rake & Sickle to make it specific.
    Ignoring the Quest is perfectly reasonable, and results 
  in little impact other than losing -3 points to the NPC’s 
  Attitude Tracker to whom the party is speaking and 
  ending the conversation in progress.
    To succeed in convincing the Council, it requires 
  a successful 
    Diplomacy check, opposed by the 
  Diplomacy or Sense Motive of the Council (use the 
  highest value across all Elders).
    Any outcome in which the Council takes action in support 
  of Rake & Sickle gains the party the monetary reward 
  listed, as well as membership in the guild without any 
  requirement for farming.  Finally, the party benefits from 
    2 Reward Stars.
  
  62
  Introduction
  Arrow & Sinew
  Overview
  Far, far better respected than the Farming Guild, the Hunting 
  Guild provides sustenance for the Enclave, but also honor 
  and social rank for those who participate.  
  Every season for each type of game, there is a competition 
  throughout that season to see who accumulates the most 
  hunts.  
  In addition, there are “Hunting Games” throughout the year; 
  these event-based competitions take place typically over a 
  day or weekend, and are similar in nature in that racking up 
  kills garners points
  Type
  Trade (hunting and skinning).
  Sigil
  A bow, often with an arrow, foreset with an animal of some 
  sort (typically a mouse, rat, or other small creature).
  Alignments
  Any, though Neutral alignments predominate.
  Races
  Any.
  Key Motivations
  Provide animal protein sustenance to the Enclave.
  Day-to-Day Goals
  Hunt, skin, and prepare meat.
  Long-Term Objectives
  Elevate the professions of hunting and meat preparation and 
  increase the importance of the Faction in the context of the 
  Enclave’s power.
  Notable Philosophies
  Eat what you kill.  Kill so that you may eat.
  Influence Level
  Poor.  Though it aspires to loftier station, the truth of 
  the matter is that the faction is largely taken for granted, 
  though its members are given to more 
  opportunities to be lauded in their 
  competitions.
  Reputation
  Good.  
  Age
  Very Old (250-499 years).
  Leadership
  The Huntsman is the leader of things, at least from a formal 
  perspective.  Day to day, however, most members live a 
  hermetic, isolated life.  The group comes together only a few 
  times a year, and then only to participate in Hunting Games.
  Inner Circle
  There is no explicit power outside of the Huntsman.
  Size
  Local (25-99).
  Stability
  Very Strong.
  Enemies
  None.
  Allies
  Pelters, to whom they provide the source of that faction’s 
  livelihood.
  Unlike the similar faction Rake & Sickle, Arrow & Sinew 
  seeks no formal alliance with the Council of Elders.
  Resources
  Poor.
  Membership
  One must demonstrate the skills of the trade: hunt, clean, 
  and prepare the meat of at least three types of creature local 
  to the geography of the Druid Enclave. 
  There is a great deal of overlap in membership between 
  
  63
  Introduction
  FlexTable 10: Faction Characteristics: Arrow & Sinew
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  N mostly
  Any
  Any
  Any
  Any
  Race
  -
  Any
  Any
  Any
  Any
  Influence
  -
  Poor
  Poor
  Poor
  Little
  Reputation
  -
  Good
  Good
  Good
  Praised
  Age
  -
  Very Old
  Very Old
  Very Old
  Old
  Size
  -
  Local
  Local
  Regional
  Regional
  Stability
  -
  Very Strong
  Very Strong
  Very Strong
  Very Strong
  Enemies
  -
  None
  None
  None
  None
  Allies
  -
  Pelters
  Pelters
  Pelters
  Pelters
  Resources
  -
  Poor
  Poor
  Poor
  Poor
  Tribute
  To DE.
  1%
  1%
  1%
  1%
  Arrow & Sinew and the Pelters.
  Common Traits
  All members are hunters, either by their nature or adopted 
  trade.
  Demeanor
  Hunters tend to be soft-spoken, solitary, and isolated in their 
  day-to-day lives.  They are calm, but a furious focus lurks 
  just beneath the surface.
  Tribute
  Huntsmen in Arrow & Sinew contribute 1% of their income 
  to the Druid Enclave.  Some truly isolated exceptions will 
  regularly dodge this requirement, and it’s pretty much 
  ignored, though with a general sentiment that what goes 
  around, comes around, and eventually, this ill nature will 
  come back to the offenders.
  It is also informally expected that all skins resulting from 
  the practice of hunting and meat prep will be given to the 
  Pelters.  Half of these at most may be sold; at least half must 
  be donated freely in camaraderie with that sister guild.
  To participate in the “Hunting Games”, a member is required 
  to contribute 20% of their wealth, against the possibility of a 
  much larger reward if they win.
  Any huntsman who is a member of both Arrow & Sinew and 
  of the Pelters may of course choose to simply keep her skins 
  and practice the trade of both guilds.
    Quest: Friendly Fire
    Summary: Someone accidentally strikes a fellow hunter 
  during one of the Games.  The PCs can discover that it 
  was no accident.
    Rewards:   
    750 gp / 
    1,750 gp / 
    4,500 gp / 
    
  9,000 gp; up to 
    1 Reward Star.
    Locations: Anywhere in the Druid Enclave.
    Key NPCs: Any NPC associated with Arrow & Sinew.
    Kickoff: Speaking with any member of Arrow & Sinew 
  for any length of time introduces this Quest.
    Description:
  A month ago, one of the Hunting Games ended in tragedy 
  when a participant was struck by an arrow.  Although such 
  incidents are not unheard of, it has been years since the last 
  accident of this sort.
  The wound is still healing, and the victim will have scars 
  and impaired use of his left arm for the rest of his life most 
  likely.
  It is rumored that the victim was struck on purpose by one 
  of his rivals for the particular competition in which the 
  accident occurred.  The two have long been bitter rivals, and 
  have nearly come to blows many times prior.
  This rumor turns out to be accurate: the shot was 
  intentional.  The victim has made no secret of the fact that 
  he will gladly reward anyone who gets the attacker to admit 
  to the intent. 
  It’s easy for the party to locate the offender.  Any scenario 
  in which the attacker admits his guilt means the PCs benefit 
  from the rewards listed.
    Ignoring the Quest has no reprecussions.
    Speaking with him and getting him to admit the crime 
  requires an 
    Intimidate check with DC of  
    18 / 
    
  20 / 
    22 / 
    24.  The PCs get one shot at this: failure 
  means the end of the conversation; failure by more than 
  2 points means the attacker flees.  Success means the 
  attacker will admit his crime.
    Alternately, or after failing the above, the PCs can attack 
  the criminal.  Reduced to half his maximum hit points, he 
  will flee; if the party can corner him, he will admit the 
  crime.
  
  64
  Introduction
  Pelters
  Overview
  The Pelters are a skin guild—not a brothel operation, but 
  instead a set of craftspeople tasked with skinning beasts 
  produced by the Hunting Guild, and creating garb etc. from 
  them.
  Type
  Trade (skinning).
  Sigil
  A bear paw, or similar animal track sign.
  Alignments
  Any.
  Races
  Any.
  Key Motivations
  Skin and clothe themselves and the Enclave.
  Day-to-Day Goals
  Prepare animal skins and craft cold-weather garb.  Some 
  members who focus more on the tailoring aspect of the 
  profession will create elaborate and regal masterpieces; 
  others focus merely on the process of preparation.
  Long-Term Objectives
  Few, in truth.  Most Pelters are content to their station, and 
  neither see nor seek elevation beyond it.  
  Those with true fashion talent may be possessed of further 
  ambition beyond that of their peers in the guild, but 
  these are often rewarded justly by the Council of Elders, 
  merchants, and others in authority.
  Notable Philosophies
  From our earliest days, all races have survived winters and 
  ill weather only from an ability to garb themselves in the 
  manner nature has provided already to creatures their lesser.
  Influence Level
  Poor.
  Reputation
  Good.
  Age
  Venerable (500-999 years).
  Leadership
  A Peltmaster or Peltmistress leads the guild, though this 
  amounts to little in actuality more than setting prices and 
  ensuring fair trade and compensation.  
  The Peltmistress may hear grievances and rule on the 
  outcome.  Although such decisions hold no true legal weight, 
  they are generally abided by, lest the offender incur the 
  wrath not only of Pelters but of their sister guilds, Arrow & 
  Sinew and Rake & Sickle.
  Inner Circle
  There is no formal authority level beyond the Peltmaster, 
  who is elected to the position by an informal gathering of 
  his peers when the prior holder of the position dies or steps 
  down.
  Size
  Regional (100-249).
  Stability
  Very Strong.
  Enemies
  None.
  Allies
  Arrow & Sinew.
  Resources
  Low.
  Membership
  To participate, one must demonstrate the skills of the trade: 
  take an animal carcass, and prepare its skin into a garment.  
  Do so with at least two creatures native to the environs 
  around the Enclave.
  
  65
  Introduction
  FlexTable 11: Faction Characteristics: Pelters
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  -
  Any
  Any
  Any
  Any
  Race
  -
  Any
  Any
  Any
  Any
  Influence
  -
  Poor
  Poor
  Poor
  Little
  Reputation
  -
  Good
  Good
  Good
  Praised
  Age
  -
  Venerable
  Venerable
  Venerable
  Venerable
  Size
  -
  Regional
  Regional
  Regional
  Regional
  Stability
  -
  Very Strong
  Very Strong
  Very Strong
  Very Strong
  Enemies
  -
  None
  None
  None
  None
  Allies
  -
  Arrow & 
  Sinew
  Arrow & Sinew
  Arrow & Sinew
  Arrow & 
  Sinew
  Resources
  -
  Low
  Low
  Low
  Low
  Tribute
  To DE.
  1%
  1%
  1%
  1%
  Common Traits
  All members are skilled with skinning, and to various 
  degrees in tailoring, lining, and clothing preparation.
  Demeanor
  Pelters are a bit hermetic, but not nearly as isolated and 
  antisocial as their peer guilds might be.  After all, once one 
  produces a fantastic garment out of skins, they need to hawk 
  their wares—and it won’t do to have anxiety around the 
  customer.
  Those who are antisocial generally go through an 
  intermediary to sell their product.
  Tribute
  The guild itself holds no coin as an institution; it is mandated 
  that all members Tribute 1% of their income to the Druid 
  Enclave.  
    Quest: False Fur Forgery
    Summary: Someone in the skinning guild has been 
  fabricating false furs: taking rats and dogs cats and 
  passing their skins off as those of eskins, mink, and other 
  more rare and desirable creatures. 
   
  The PCs must discover who has been doing this, why, and 
  decide what to do about it.
    Rewards:   
    1,500 gp / 
    3,200 gp / 
    5,000 gp / 
    8,500 gp; up to 
    2 Reward Stars; membership.
    Locations: Any in the Druid Enclave or its surrounding 
  area.
    Key NPCs: Any member of the Pelters.
    Kickoff: Discussing anything with the Pelters will reveal 
  this rumor eventually.  
    Description:
  To succeed, the PCs must speak with one of the members of 
  the Pelters who have been fabricating, and get them to admit 
  their crime.
  To reveal someone who has been creating false furs, the PCs 
  will have to speak with 
    1d6 members.  Finding individual 
  members of the Pelters is not overly difficult, but requires 
    
  1d4 hours each.
    To get the fabricator to admit the crime requires 
  navigation of the following Skill Challenge:
    False Fur Admission
    First Check: DC 
    12 / 
    14 / 
    16 / 
    18 
  Diplomacy to get the Pelter to admit that they know of the 
  crime.  Success advances to the Second Check; failure ends 
  the conversation immediately, and the party will not get a 
  second chance to talk to this NPC.
    Second Check: DC 
    15 / 
    19 / 
    22 / 
    25 
  Diplomacy or Intimidate to get the trapper to admit their 
  crime.  Success gets an admission; failure reverts to the First 
  Check.
    The PCs can turn the culprit in to Enclave Security.  This 
  results in the monetary reward promised by the Pelters, 
  but as it will diminish the public perception of the 
  guild, they will want no further interaction with the PCs 
  afterwards.
    The party can keep quiet, for a cut of the action.  Striking 
  this deal with the criminal prevents any sort of monetary 
  reward from the guild, but entitles them to an ongoing 
  commission of 
    100 / 
    250 / 
    500 / 
    750 gp 
  per month resulting from sales of fake furs.
   
    Turning the faker in to the Pelters will result in internal 
  justice.  The PCs will gain automatic membership, the full 
  monetary reward, and 
    2 Reward Stars.
  
  66
  Introduction
  Treekeepers
  Overview
  Druids and Rangers tasked with maintaining natural order, 
  and ensuring that the surrounding forest is not unduly 
  affected by the Enclave.  They plant trees, weed, create 
  gardens, and so on.
  Typically they will endeavor in these pursuits in public 
  or unclaimed lands, but if their path takes them through 
  farmland or undeveloped property, they will do their work 
  on private property as well without much consideration.
  Type
  Nature-oriented, preservationist.
  Sigil
  A tree, or stand thereof, in the background, and a shield in 
  the foreground.
  Alignments
  Any, though Neutral alignments (and True Neutral in 
  particular) is most popular.  
  Races
  Any.
  Key Motivations
  Protect nature, and in particular the Druid Forests 
  surrounding the Enclave.
  Day-to-Day Goals
  Plant trees, tend to sick plants, and cull disease.
  Long-Term Objectives
  Work with the Council of Elders, and common citizenry, to 
  establish rules and guidelines for behavior that ensure long-
  term sustainability of the forests.
  Notable Philosophies
  The forests surround, protect, and provide for the Enclave.  
  Without them, the Enclave would be nothing.
  Influence Level
  Little.  Though few argue explicitly with the group’s purpose, 
  longevity of the forests is largely assumed, and considered 
  unnecessary to support in an outright 
  manner.
  Reputation
  Good.  
  Age
  Recent (6-49 years).
  Leadership & Inner Circle
  There is no formal leader of the Treekeepers, though 
  typically, one member’s Druidic abilities and level will 
  surpass that of her peers, and she will de facto be the one to 
  seek audience with the Council.
  As the group grows, however, there is a burgeoning 
  awareness that some greater formality will be required.
  Size
  Local (25-99).
  Stability
  Stable.  The group’s purpose is clear, its members 
  dedicated... but the lack of a formal structure and regular 
  gatherings makes this less of an ironclad institution than you 
  might think at first.
  Enemies
  None. 
  Allies
  The Emerald Garden are close and natural (pun intended) 
  allies.
  Resources
  None.  Lacking a formal structure and Tribute system, the 
  Treekeepers are essentially just a group of like-minded, yet 
  very capable, individuals who share a common goal and 
  approach to it.
  Membership
  Anyone can join merely by expressing a commitment to 
  the group’s cause, and demonstrating it in some tangible 
  manner.  This can be as simple as planting a row of trees, 
  curing blight from a glade, or preventing the clearcutting of 
  
  67
  Introduction
  FlexTable 12: Faction Characteristics: Treekeepers
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  TN mostly
  Any (N)
  Any (N)
  Any (N)
  Any (N)
  Race
  -
  Any
  Any
  Any
  Any
  Influence
  -
  Little
  Little
  Little
  Little
  Reputation
  -
  Good
  Good
  Good
  Good
  Age
  -
  Recent
  Recent
  Established
  Established
  Size
  -
  Local
  Local
  Local
  Regional
  Stability
  -
  Stable
  Stable
  Stable
  Very Stable
  Enemies
  -
  None
  None
  None
  None
  Allies
  -
  Emerald 
  Garden
  Emerald Garden
  Emerald 
  Garden
  Emerald 
  Garden
  Resources
  -
  None
  None
  None
  Very Low
  Tribute
  To DE.
  1%
  1%
  1%
  1%
  a forest section by loggers.
  Common Traits
  The vast majority of members are Druids.  A small but 
  sizeable minority are Rangers.  
  All tend to roam about, though few are outright loners.
  Demeanor
  Calm, yet empassioned when discussing the focus of their 
  faction.
  Tribute
  None.  It is expected that under Enclave rule, members 
  would Tribute 1% of their income to the city, but the 
  Treekeepers themselves do not enforce such a policy among 
  the group.
    Quest: Twas Beauty Slayed 
  the Beast
    Summary: A grove of Treants is under threat from 
  Treekepers who seek to create a massive garden.  They 
  propose clearcutting some trees—amongst which the 
  Treants favor some as holy and elder—to make space. 
  The PCs must discover each side’s argument, and make a 
  decision as to which to help.
    Rewards:  Up to 
    2 Reward Stars.
    Locations: Any in the Druid Enclave.
    Key NPCs: Any member of the Treekeepers.
    Kickoff: Discussing any topic at length with a Treekeeper 
  will reveal this issue.
    Description:
  There are some options here for the party.  Both the Treants 
  as well as Treekeeper leadership are readily accessible for 
  discussions, so the party should have easy access to both 
  sides.
    Siding with the Treekeepers, the party can try to 
  convince the Treants to move.  This requires three 
  successful 
    Diplomacy checks, of DC 
    17 / 
    19 / 
    21 / 
    23.  During this attempt, the PCs cannot fail 
  more than twice; failing a third time disqualifies this 
  approach and the Treants will no longer talk with the 
  party.
    Siding with the Treants, the PCs can instead try to get 
  the Treekeepers to consider another location for their 
  grove.  This requires two successful  
    Diplomacy 
  checks, of DC 
    15 / 
    17 / 
    19 / 
    21.  During this 
  attempt, the PCs cannot fail more than once; failing a 
  second time disqualifies this approach and fails the entire 
  Quest, regardless of whether the party succeeds at other 
  options.
    Alternately, or following failure of one or more of 
  the above, the PCs can attempt to suggest that the 
  Treekeepers create many smaller groves, rather than 
  a single large one.  This would require no movement 
  for the Treants, and will allow the Treekeepers to 
  retain their preferred location.  If the PCs happen upon 
  this possibility, it requires possibly the easiest of the 
  challenges: only one successful 
    Diplomacy checks, 
  of DC 
    14 / 
    16 / 
    18 / 
    20.  However, the PCs 
  only get one shot at this: failure means this option is off 
  the table.
    Any scenario in which one of the above approaches are 
  successful merits 
    2 Reward Stars and automatic 
  membership into the guild for all party members.
  
  68
  Introduction
  Leaf Whisperers
  Overview
  Druids, Rangers, and Clerics who interpret the will of Nature 
  by spending time in the trees.  
  They coordinate closely with, but are often at odds with, the 
  Treekeepers, and view themselves as apart from, and above, 
  the Council itself.
  In reality, this noble-seeming ideal has become somewhat 
  perverted, in that the membership strives to ever enhance its 
  own power, and citing “nature” as a justification.
  Type
  In between a religion and a profession, the guild of Leaf 
  Whisperers advises the Council of Elders.
  Sigil
  A leaf, superimposed by a thought bubble.
  Alignments
  Any, though Neutral alignments dominate.
  Races
  Any, though Elves are dominant within the faction and 
  account for its majority.
  Key Motivations
  Interpret the will of nature and the surrounding 
  environment, and ensure the Council acts on that will.
  Day-to-Day Goals
  Spend time in nature, and receive the will.  That sounds 
  lovely, but in practice, it amounts to a lot of daydreaming by 
  individual members, largely about how to wield more power 
  and displace the motivation onto “nature”.
  Long-Term Objectives
  Become ascendant in influence over the Council, and 
  eventually to replace most, if not all, of its seats with 
  members.
  Notable Philosophies
  Nature’s will is not always easily understood.  It requires 
  patience, practice, and a certain wisdom to ensure one hears 
  with the correct ear.
  Influence Level
  Average.  Although some dismiss them as 
  kooks or eccentrics, it’s unavoidable that the Leaf Whisperers 
  have successfully predicted drought, famine, and invasion 
  over the decades, so their council is well heeded, no matter 
  how cynical the authority who might hear it.
  Reputation
  Average.  Most have heard of them, and there seems a “love 
  it or hate it” gut reaction to their influence.  It seems that 
  every time over the years that public opinion begins to 
  seriously sway against their power-grubbing antics, they 
  successfully predict a major disaster and help to avert it, 
  thus ensuring their return to good graces.
  Age
  Venerable (500-999 years).
  Leadership
  An Oakshouter leads the faction.  
  This position is nominally elected by the membership, but in 
  practice, the current Oakshouter all but outright designates 
  her successor.  Savvy Oakshouters know when a coup is 
  imminent if their power is threatened, and name a successor 
  from the ranks of those who threaten if they sense a political 
  or public-opinion victory us unlikely.
  Shifts in power can occur every 5-20 years.  Oakshouters 
  step down voluntarily due to advancing age or physical 
  condition, or to pursue another lifestyle or profession.
  Inner Circle
  A cadre of between 5 and 12 Glenwardens acts as lieutenants 
  of the Oakshouter’s will, and senior representatives of the 
  faction.
  Size
  Regional (150-249).
  Stability
  Weak.  Until just a decade ago, it had been Very Strong, 
  but the change toward self-gratification of its members and 
  away from acting as true counsel has weakened the group’s 
  resolve and that of individual members.
  Enemies
  None, though at times, the Emerald Garden, Treekeepers, 
  
  69
  Introduction
  FlexTable 13: Faction Characteristics: Leaf Whisperers
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  Neutral 
  mostly
  Any
  Any
  Any
  Any
  Race
  Elves mostly
  Any
  Any
  Any
  Any
  Influence
  -
  Average
  Average
  Average
  Good
  Reputation
  -
  Average
  Average
  Average
  Average
  Age
  -
  Venerable
  Venerable
  Venerable
  Venerable
  Size
  -
  Regional
  Regional
  Regional
  Diminutive
  Stability
  -
  Weak
  Weak
  Weak
  Stable
  Enemies
  -
  Emerald Garden, Treekeepers, Council (at times)
  Allies
  -
  Emerald Garden, Treekeepers, Council (at times)
  Resources
  -
  Low
  Low
  Low
  Moderate
  Tribute
  -
  5%
  5%
  5%
  5%
  and even the Council itself are at odds with what the Leaf 
  Whisperers suggest.
  Allies
  For the most part, and over the long view of things, Emerald 
  Garden, Treekepers, and the Council of Elders of the Druid 
  Enclave all have theoretically very aligned interests.
  Resources
  Low.  They do strive to equip their members increasingly in 
  labeled garb so as to improve public awareness.
  Membership
  New members must donate half of their existing wealth to 
  the faction immediately upon application.  This contribution 
  is generally put to immediate purpose, for example, in 
  clearing a glade or building a meditation hut or roadside 
  shrine.
  Beyond that, there are no true requirements.  Members 
  hail from all walks of life, though Rangers and Druids and 
  scholars tend to dominate.
  More recently, applicants have represented a greater 
  diversity of backgrounds and professions, representing 
  the shifting and more selfish political desires of the bunch 
  overall.
  Common Traits
  Members spend at least half their time roaming the forests 
  outside of the Enclave.
  Demeanor
  Calm, smug, and self-satisfied, Leaf Whisperers (for the most 
  part) truly believe they speak for the trees, no matter their 
  more mundane motivations.  As a result, they tend to talk 
  down to virtually everyone else outside of the faction.
  Tribute
  The guild demands a tribute of 5% of earned wealth.
    Quest: Will of the Forest
    Summary: The PCs can help negotiate the separation of 
  the Leaf Whisperer faction from the Council of Elders.
    Rewards:   
    1,250 gp / 
    3,500 gp / 
    6,500 gp / 
    9,000 gp; up to 
    2 Reward Stars.
    Locations: Ground Level of the Druid Enclave.
    Key NPCs: Any member of the Leaf Whisperers.
    Kickoff: Conversation with any Leaf Whisperer will 
  reveal this topic and introduce the Quest.
    Description:
  Leaf Whisperer leadership declares a need for the group to 
  separate formally from the Council.  
  They also, however, demand a stipend from the Enclave, to 
  be administered and paid to them by the Council, nominally 
  in support of their endeavors to ensure Nature’s will is 
  obeyed, but in reality, to support them as they do not have 
  income sufficient to be independent on their own.  
  The PCs must assess the situation, discuss it with the 
  Council, and come to a conclusion as to whether and how 
  they will intervene.  As one of the Elders on the Council is 
  also the leader of the Leaf Whisperers, the party will find it 
  easy to gain audience with the Council to make their plea.
  Any situation in which one side emerges victorious and both 
  sides agree on the approach taken grants the party the full 
  monetary reward described above, and benefits them by 
    
  1 Reward Star.
  
  70
  Introduction
    The party can ignore the situation.  This has no negative 
  reprecussions, and the PCs may return to the situation at 
  any time to engage and complete the Quest.
    The party can side with the Leaf Whisperers, and 
  demand on their behalf of the Council.  This requires 
  either performing a substantial service for the Council 
  (see other Quests involving the Council), or the following 
  Skill Challenge:
    Supported Separation
    First Check: DC 
    14 / 
    16 / 
    18 / 
    20 
  Diplomacy, merely to establish a line of inquiry with the 
  Council.  
  Success advances to the Second Check below.  Success by 5 
  or more points advances immediately to the Third Check.
  Failure means the PCs are excused from the Council’s 
  presence, and they may not be heard for another week.  
  The party may try again after that point, but with a -2 
  circumstance penalty on all further skill checks with the 
  Council on this subject.
    Second Check: DC 
    16 / 
    18 / 
    20 / 
    22 
  Diplomacy or Sense Motive to get the Council to see the 
  Leaf Whisperers’ perspective on the situation.
  Success advances to the Third Check, below, and grants the 
  PCs a circumstance bonus to that check equal to the amount 
  by which they passed this Second Check.
  Failure reverts to the First Check.  Treat failure by 4 or more 
  points as though the party had just failed the First Check 
  (see above).
    Third Check: DC 
    18 / 
    20 / 
    22 / 
    24 
  Diplomacy or Intimidate to demonstrate to the Council the 
  value of the Whisperers and the need for continued financial 
  support in order to ensure their continued cooperation and 
  alignment with the Council’s will.
  Failure reverts to the Second Check; failure by 4 or more 
  points reverts to the First Check.
  Success means the party has convinced the Council of the 
  value of the faction’s claim.
    Alternately, the party can side with the Council, and 
  negotate that the Leaf Whisperers remain as part of the 
  Enclave proper. 
   
  This requires successfully navigating the following Skill 
  Challenge with the leader of the Leaf Whisperers.
    Staying the Course
    First Check: DC 
    15 / 
    17 / 
    19 / 
    21 
  Diplomacy, to convince the Elder that backing down from 
  the approach is a feasible solution. 
  Success advances to the Second Check below.  Success by 
  8 or more points immediately concludes the entire Skill 
  Challenge successfully.
  Failure means the party is at a disadvantage in further 
  discussions with the Elder on this subject.  They may 
  continue to make attempts, starting with repeating the First 
  Check, but suffer a -1 circumstance penalty on their rolls.  
  These penalties are cumulative each time they fail this First 
  Check stage; for example, if they fail the First Check stage 
  twice, they may continue to try, with a -2 penalty.
    Second Check: DC 
    18 / 
    21 / 
    24 / 
    26 
  Diplomacy or Intimidate to convince the Elder of the value 
  of sticking to the status quo, and to agree not to separate.
  Success resolves the Skill Challenge successfully.
  Failure reverts to the First Check.
    The party can take a more evil approach, and assassinate 
  the Leaf Whisperer who is most behind this entire 
  endeavor.  Ironically, this will satisfy all parties involved!  
  However, it will mark the PCs as evil, will permanently 
  prevent membership in the Leaf Whisperers, and will end 
  the party’s relationship with the Council of Elders, who 
  will henceforth refuse to speak with the PCs. 
   
  That said, if the murder is consistent with the party’s 
  alignment and character, it will grant them 
    2 Reward 
  Stars.   
   
  Finally, under the table, the PCs will be paid the 
  monetary reward listed by a disgruntled intermediary.  
  They will never know for sure if the payoff comes from 
  the Council, from the Leaf Whisperers, or from some 
  bizarre combination of both factions.
  
  71
  Introduction
  Enclave Trainers
  Overview
  Advertises, does a holistic needs assessment, and acts as 
  broker connecting adventurers or others in need of training 
  with professionals.  .The whole arrangement is a convenient, 
  lucrative, approach to upskilling in a certain field in a 
  manner more flexible, and less daunting and involved, than 
  a traditional Apprenticeship sort of relationship.  Also allows 
  each artisan / professional to take on numerous students
  Type
  Trade / profession / civic (training, multiple disciplines).
  Sigil
  A muscle superimposed over a leaf or tree.
  Alignments
  Any non-Evil.
  Races
  Any.
  Key Motivations
  Enhance the abilities of citizens and those who serve the 
  Enclave.
  Day-to-Day Goals
  Provide for-hire training services.
  Long-Term Objectives
  Increase the importance and perceived utility of training as 
  a strategic element of societal planning for the Enclave... and 
  beyond.  
  Ideally, increase scale of the faction to encompass the mining 
  city of Mondaria as well.
  Notable Philosophies
  You can get better at anything you desire, if you work hard at 
  it and have the right help.
  Influence Level
  Good.  Although the value of the organization is never 
  debated, there is an ironic relationship with those in power: 
  the more important and influential one is, the less likely they 
  tend to be to admit to an opportunity to 
  better themselves!
  Reputation
  Praised.  The services offered by the Trainers are valued and 
  respected.
  Age
  Recent (6-49 years).
  Leadership & Inner Circle
  None to speak of.  As all share the same interests, it’s 
  common for any member to speak on behalf of the group, 
  owing to the convenience of their schedules.
  Size
  Family (6-24).
  Stability
  Stable.  Although very valued and well-paid, their lack of 
  a formal organization structure makes them weaker as an 
  institution than you might think.
  Enemies
  None.
  Allies
  The Council of Elders of the Druid Enclave.
  Resources
  Low.  Individual members tend to be fairly well-off, but as a 
  faction, the Trainers have little in the way of pooled wealth 
  or other resources.
  Membership
  One must have enough experience and skill in a discipline, 
  profession, or career/class to be able to mentor others in 
  its pursuit.  In practice, this usually means having a skill or 
  representing a career that is currently ill-served by the talent 
  pool of trainers, filling a gap in the portfolio of services the 
  group might offer.
  
  72
  Introduction
  FlexTable 14: Faction Characteristics: Enclave Trainers
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  -
  Any Non-E
  Any Non-E
  Any Non-E
  Any Non-E
  Race
  -
  Any
  Any
  Any
  Any
  Influence
  -
  Good
  Good
  Good
  Very Old
  Reputation
  -
  Praised
  Praised
  Praised
  Praised
  Age
  -
  Recent
  Recent
  Recent
  Recent
  Size
  -
  Family
  Family
  Family
  Family
  Stability
  -
  Stable
  Stable
  Stable
  Stable
  Enemies
  -
  None
  None
  None
  None
  Allies
  -
  Council of 
  Elders
  Council of Elders
  Council of 
  Elders
  Council of 
  Elders
  Resources
  -
  Low
  Low
  Low
  Low
  Tribute
  To DE.
  5%
  5%
  5%
  5%
  Common Traits
  All members tend to be experienced, middle-aged, and 
  retired or semi-retired from the lifestyle or discipline they 
  represent.
  Demeanor
  Self-assured, parental, and at times pedantic, depending on 
  the profession represented.
  Tribute
  The group expects all members to contribute 5% of their 
  revenue to the Druid Enclave.  The faction itself accrues no 
  dedicated wealth.
    Quest: A Teacher’s Trust
    Summary: A trainer has been abusing students.
    Rewards:   
    500 gp / 
    1,250 gp / 
    3,500 gp / 
    
  5,500 gp; up to 
    2 Reward Stars.
    Locations: Anywhere in the Druid Enclave.
    Key NPCs: Jaer (Druid Trainer; 538), Sannelle Goregut 
  (Weapons Trainer; 533), Terjonne (Ranger Trainer; 
  543).
    Kickoff: Speaking with any member of the Enclave 
  Trainers will reveal suspicions along these lines.  Even 
  the abuser herself will give voice the the rumor, to allay 
  suspicion of herself
    Description:
  Rumor is that one trainer has been taking advantage of their 
  students.  
  None of the individual victims is bold enough to come 
  forward and formally accuse their abuser, but many believe 
  the rumors, particularly as all the trainers are flirtatious and 
  charismatic.  
  In actuality, the rumors are accurate: Jaer, the Druid Trainer, 
  has been taking advantage of students.  
  The PCs may discover the truth of the matter, and decide 
  what they will do about it.
    The party may ignore the rumor, or dismiss it as simple 
  rumor.  There is no lasting impact to this approach, 
  although Lawful Good character may have qualms with 
  not at least investigating a little bit.  The party may 
  return to this Quest at any time.
    The rumor does not recommend an offender, so to 
  discover the criminal, the party must threaten or 
  persuade each of the trainers (Druid, Weapons, and 
  Ranger). 
   
  With the innocent Trainers, the GM is encouraged to 
  make a charade of skill checks and reactions, to no 
  ultimate avail.   
   
  When the party is speaking with the Druid Trainer, 
  getting her to admit the truth requires navigating the 
  following Skill Challenge:
    Revealing Betrayed Trust
    First Check: DC 
    13 / 
    15 / 
    17 / 
    19 
  Diplomacy to disarm the trainer and to establish rapport 
  and possibly trust. 
  Success advances to the Second Check.  Success by 5 or more 
  points skips directly to the Third Check, and grants the PCs 
  a circumstance bonus on their first attempt at the Third 
  Check equal to the amount by which they succeeded on this 
  check, minus 5.  For example, if the party succeeded on the 
  First Check by 8 points, they would receive a +3 bonus on 
  the Third Check.
  Each time the party fails this First Check, they may attempt 
  to retry the conversation, but receive a -1 circumstance 
  
  73
  Introduction
  penalty on all social interactions with the Druid Trainer; 
  these penalties stack and apply to all levels of this Skill 
  Challenge.
    Second Check: DC 
    15 / 
    17 / 
    19 / 
    21 
  Diplomacy or Sense Motive to bring up the topic of student 
  trust in a general or abstract sense.
  Failure reverts to the First Check.
  Success advances to the Third Check.
    Third Check: DC 
    16 / 
    18 / 
    20 / 
    22 
  Diplomacy or Intimidate to get the trainer to finally reveal 
  their crimes.  
  Failure reverts to the Second Check. 
  Success concludes the Skill Challenge.  
  If the party succeeds this final check, using an Intimidating 
  approach, but succeeds by 3 or fewer points, the trainer 
  immediately attacks the party in desperation, and will fight 
  to the death.
  Once the party knows who the culprit is by having the Druid 
  Trainer admit it, they have some options:
    They can blackmail the Druid Trainer.  This enables the 
  continuing abuse, so is likely an Evil action.   
   
  The Druid Trainer is not wealthy, but will give the party 
  what she can: 
    5d20 gp per week thereafter. 
   
  At any point in the future, the PCs can take an alternate 
  approach below rather than continue the blackmail.
    The party can turn the Druid Trainer in to Enclave 
  Security.  This will grant the party the monetary reward 
  described, and will benefit them of 
    2 Reward Stars.
  
  74
  Introduction
  Stalwart Society
  Overview
  An association of guards of varying purpose.  Offer training, 
  tools, brokering services for contracts, and en-masse supply 
  coordination for major clients.
  The Society exists in grandiose, powerful form in the Realm 
  in general.  Locally in the context of the Druid Enclave, 
  however, there is very little power wielded, though their 
  ambition remains mighty.
  Type
  Profession / private security.
  Sigil
  Pillars, columns, or other rugged structure, in silhouette.
  Alignments
  Any.
  Races
  Any.
  Key Motivations
  Provide employment and financial security for its members.
  Day-to-Day Goals
  Secure contracts and ensure goodwill toward the faction and 
  its members.
  Long-Term Objectives
  Gain influence on the Council.  At the very least, secure at 
  minimum a single member who is an active advocate for the 
  faction; ideally, place one or more members of the faction 
  into the Council.
  Notable Philosophies
  Mercenaries are a dime a dozen, and often untrustworthy.
  Influence Level
  Little.  
  Reputation
  Average.
  Age
  New (1-5 years).
  Leadership & Inner Circle
  A Champion speaks for the group; this position is informally 
  agreed to by the membership.
  Beyond this leadership position, all members are equal in 
  authority.
  Size
  Local (25-99).
  Stability
  Unstable.  It’s too new, and competes too much with other, 
  larger, more established factions that perform much the 
  same function.
  Ironically, however, it is the only local security force that 
  lacks an ulterior motive.
  Enemies
  None, though there is frequent tension and competition with 
  the Mace & Blade and Wild Kingdom.
  Allies
  None.  Larger factions of similar intent see no need as of 
  yet to ally themselves or partner with such a fledgeling 
  institution.
  Resources
  Very Low.  The Stalwart Society is growing, but for the 
  moment, can barely keep its membership equipped.
  Membership
  Anyone can join, and/or leave, at any point.  
  Common Traits
  Typical members hail from a military, security, or 
  adventuring background.  Many still pursue those interests 
  as a main, or second, endeavor.
  
  75
  Introduction
  FlexTable 15: Faction Characteristics: Stalwart Society
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  -
  Any
  Any
  Any
  Any
  Race
  -
  Any
  Any
  Any
  Any
  Influence
  -
  Little
  Little
  Little
  Average
  Reputation
  -
  Average
  Average
  Average
  Good
  Age
  -
  New
  New
  New
  New
  Size
  -
  Local
  Local
  Local
  Local
  Stability
  -
  Unstable
  Unstable
  Unstable
  Weak
  Enemies
  -
  None
  None
  None
  None
  Allies
  -
  None
  None
  None
  None
  Resources
  -
  Very Low
  Very Low
  Very Low
  Low
  Tribute
  More for jobs 
  thru faction
  1%
  1%
  1%
  1%
  Demeanor
  One of the goals of the Society is to keep a positive, cheerful 
  attitude, though stoic while on the job.
  Tribute
  The Society requires its members to pay 1% of their incomes 
  to the faction.  
  For jobs arranged exclusively by the faction, the member 
  receiving the commission is asked to pay 5% to the faction, 
  and a further 15% to the other member who arranged the 
  work.  
  If more than one other member was pivotal in arranging the 
  work, the 15% is split amongst them.
    Quest: Breached Defenses
    Summary: The PCs may uncover a conspiracy within the 
  Society.
    Rewards:   
    1,900 gp / 
    3,600 gp / 
    5,400 gp / 
    7,200 gp; up to 
    2 Reward Stars.
    Locations: Anywhere in the Druid Enclave.
    Key NPCs: Any member of the Stalwart Society, or any 
  member of the Council of Elders.
    Kickoff: In discussions with any Elder, they will mention 
  the odd pattern of assassination attempts described 
  below. 
    Description:
  At the highest levels of leadership within the Stalwart 
  Society, there exists a conspiracy whose ultimate goal is 
  to overthrow empires and supplant extant leaders with 
  representatives of the Society, and to offer more minor 
  lordships and positions of power to those who purchase them 
  from the Society.
  At the local level of the Enclave, this takes the form of a 
  bizarre pattern: everyone who has been hired to defend the 
  Chief Elder has failed, but that Elder has somehow managed 
  to get wounded to a minor degree despite that failure.  That 
  Elder jokes that it’s a curse... but the careful observer will 
  note that it must be much more than that, since the wounds 
  are all suspiciously minor.
  The PCs can question Elders and members of the Society in 
  an attempt to piece together the conspiracy.
  In reality, the Chief Elder is in fact a member of the 
  Stalwart Society in secret, and has coordinated these 
  fake assassination attempts as a means of elevating his 
  importance, and of deterring other, real potential attempts 
  on his life.
    If the PCs ignore the Quest, nothing happens.  The fake 
  assassinations will continue, to no real avail.
    To discover the truth, the PCs must achieve two things: 
   
  First, they must get the lay of the land and the full rumor 
  and history of what has been happening.  This requires 
  talking with at least 4 people total on the subject, which 
  can be split between Elders (including the Chief Elder) 
  and members of the Society.  Talking with the Chief 
  Elder on this topic counts as talking to 2 people for these 
  purposes.  Each will simply tell a tale of an assassination 
  attempt that failed; no skill checks are necessary. 
   
  Second, the PCs must succeed in a conversational skill 
  check with either the Chief Elder, or a member of the 
  Society.  The check is 
    Sense Motive, opposed by the 
  NPC’s Bluff, while discussing the subject, and only after 
  having accomplished the above step.  Success in this 
  check, which may be re-attempted any number of times, 
  reveals the mystery. 
   
  Once they have revealed the mystery, the Chief Elder will 
  admit her guilt, though because she has committed no 
  actual crime, she will retain her seat.   
   
  The PCs will receive the GP reward from the Council, and 
  benefit from 
    2 Reward Stars.
  
  76
  Introduction
  
  77
  Introduction
  Realm Factions
  
  78
  Introduction
  The Scarlet Path
  Overview
  Secretive and operating under the cover of shadow, The 
  Scarlet Path nevertheless wields immense influence across 
  Aquilae.  In some cities they operate nearly in the open as a 
  poorly-kept secret; in others, their presence is known only to 
  those agents stationed there.
  Type
  Intelligence, Politics, Policy.
  Sigil
  A dark red road-shaped triangle pointing north.
  Alignments
  Lawful Evil (predominantly).
  Races
  All (no exclusions).
  Key Motivations
  Power and control.
  Day-to-Day Goals
  Know everything, of everything, about everyone.
  Long-Term Objectives
  Gain control and influence of everything.
  Notable Philosophies
  Wealth is of use only as a means to furthering the ends of the 
  faction.
  Influence Level
  Little.  Although its membership aims to know everything, 
  their knowledge is mostly viewed with suspicion.
  Reputation
  Bad.  The Scarlet Path is not well-liked by those who know of 
  their existence; commoners and the powerful alike tend to be 
  wary of organizations who might “know too much”.
  Age
  Venerable (500-999 years).
  Leadership
  Council, with Councilmaster.  
  Inner Circle
  Councilmembers are elected via open ballot.  Bribes to 
  leaders are outlawed, though gifts as thank-yous are 
  commonplace.  Leadership is typically competent and 
  decisive.  Audiences with the Council are rare, and by special 
  arrangement only. 
  Councilmembership has varied over the generations, from as 
  few as 3 to as many as 19.  It’s currently 11 seats in strength.
  Similarly, the purpose or theme behind these seats has 
  shifted.  At times, they have purported to represent domains 
  of knowledge or experience, or trades, or political regions.
  Currently, the 11 seats have no set theme or nature; they are 
  theoretically equal in authority and influence.
  Size
  Large (100-500 members).  
  Membership tends to be quite stable over time, meaning 
  little growth, but also little attrition.
  Stability
  Very Strong.  Those who follow the Path are dedicated in 
  their pursuit, and in any case, adherence to membership 
  rarely involves much beyond what self-centered or 
  sociopathic individuals would pursue if left to their own 
  devices.  
  There is too little influence to spend to bicker over how to 
  spend it, and there is too much to know to quibble much over 
  who should know what.
  Enemies
  All other factions, really, in theory.
  By definition, any other organization is privy to its own 
  secret knowledge, which they are unlikely to share with the 
  Scarlet Path.
  
  79
  Introduction
  FlexTable 16: Faction Characteristics: The Scarlet Path
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  -
  LE (mostly)
  LE (mostly)
  LE (mostly)
  LE (mostly)
  Race
  -
  All
  All
  All
  All
  Influence
  -
  Little
  Little
  Average
  Average
  Reputation
  -
  Bad
  Bad
  Terrible
  Terrible
  Age
  -
  Venerable
  Venerable
  Venerable
  Ancient
  Size
  -
  Large
  Large
  Huge
  Huge
  Stability
  -
  Very Strong
  Very Strong
  Very Strong
  Very Strong
  Enemies
  -
  All
  All
  All
  All
  Allies
  -
  LE factions
  LE factions
  LE factions
  LE factions
  Resources
  -
  High
  High
  Very High
  Very High
  Tribute
  -
  1%
  1%
  1%
  2%
  Allies
  Typically any LE-aligned faction.  Other Lawful and/or Evil 
  factions, for convenience.
  Resources
  High.  Many merchants, politicians, and sages belong.
  Membership
  Requires influence, action, and acknowledgement by existing 
  members.  
  Common Traits
  No distinguishing characteristics… that’s the whole point!
  Members appear as normal people, but nearly all members 
  are Lawful Evil.
  Demeanor
  Members tend to be secretive about the faction, but not 
  necessarily secretive individuals—they “hide in plain sight”.
  Tribute
  The Scarlet Path requires a Tribute of 1% of gained wealth, 
  kept by the faction for its own purposes.  Those wishing to 
  Tribute to the faction may pay an additional 1% or more as 
  they desire.
  
  80
  Introduction
  Lowman’s Group
  Overview
  Lowman’s Group was formed by a bartender whose best 
  customer drank himself to death, alone.  Out of guilt that the 
  bartender never got to know the customer, even though he 
  was there constantly, he started this faction as a kind of a 
  social club, networking, and outreach program all in one.  
  Type
  Social / Support.
  Sigil
  A utensil (frequently a spoon) silhouetted against a plate 
  (typically a simple circle).
  Alignments
  All allowed and accepted, though Evil members tend to be 
  rare.  
  Races
  Any and all.
  Key Motivations
  Support of the needy.
  Day-to-Day Goals
  Ensure all members have access to basic human 
  requirements such as food, shelter, and transportation.
  Long-Term Objectives
  Ensure all members prosper by lending whatever form of 
  other assistance a given member requires at a certain point 
  in their lives.
  Notable Philosophies
  There is no one so noble who cannot fall low; there is no one 
  so low who cannot gain ground.
  Influence Level
  Poor.  By definition, Lowman’s Group members are 
  impoverished, and although most will agree with the mission 
  of the faction, few of the powerful are willing to place the 
  needs of the poor first.
  Reputation
  Praised.  Though many disagree with either the aims and/
  or the methods the group employs, ultimately, it’s only 
  members who are affected.
  Age
  Old (100-249 years).
  Leadership
  Head of Household and a leadership committee of 4 other 
  Family Leaders.  
  Inner Circle
  All positions rotate twice a year: the current Head of 
  Household may become a Family Leader; any Family Leader 
  may be elected Head of Household by the other Family 
  Leaders; any Member may be elected a Family Leader by her 
  peers.  
  Family Leaders who do not become Head of Household rotate 
  out automatically.  
  While this approach introduces a fair amount of chaos and 
  inconsistency, it meets the group’s goals of fairness and 
  offers ample opportunity for always-fresh perspectives in 
  positions of authority.
  Size
  Small (1,000-4,999 members).
  Stability
  Stable.  Membership waxes and wanes a great deal; the 
  largest problem is ensuring members maintain their 
  commitments to the faction after achieving prosperity of 
  their own.
  Enemies
  None.  Other than the crushing burden of poverty.
  Allies
  Medical, religious, or other factions who help the 
  impoverished, ailed, downtrodden.
  
  81
  Introduction
  FlexTable 17: Faction Characteristics: Lowman’s Group
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  Tends away 
  from Evil.
  All
  All
  All
  All
  Race
  -
  All
  All
  All
  All
  Influence
  -
  Poor
  Poor
  Poor
  Little
  Reputation
  -
  Praised
  Praised
  Praised
  Praised
  Age
  -
  Old
  Old
  Old
  Very Old
  Size
  -
  Small
  Small
  Medium
  Medium
  Stability
  -
  Strong
  Strong
  Strong
  Very Strong
  Enemies
  -
  None
  None
  None
  None
  Allies
  -
  Medical / religious factions
  Resources
  -
  Very Low
  Very Low
  Very Low
  Low
  Tribute
  One-off gifts 
  upon request 
  and approval
  1% to others
  1% to others
  1% to others
  1% to others
  Resources
  Very Low.  The institution itself has almost zero resources to 
  speak of; individual members have their own wealth such as 
  it is.
  Membership
  Members must guarantee shelter and food, or 
  accompaniment for travel, for any other member.  Any 
  member may apply for financial, protective, magical 
  services, or other assistance from the Head of Household and 
  the Family Leaders.  
  Outside of brief room and board, supplicants must inquire 
  formally at the faction lodge, and make their case.  Any 
  supplicants whose request is denied automatically suffer 
  demotion of one level of membership.  
  There are “levels” of membership in Lowman’s Group.  Each 
  level increases the burden: one week’s room and board, one 
  day’s journey, one spell level of magic per month, and one 
  percent wealth tithe contribution, per level of membership.
  Lowman’s Grou pis used heavily by very unfortunate or low 
  level adventurers, or former adventurers who have fallen on 
  hard times.  Drunks, addicts, and others chronically in need 
  of external assistance also tend to be foul-weather adherents.
  Common Traits
  None, though it’s rare to find a truly prosperous / wealthy 
  member.
  Demeanor
  Members tend to have a relaxed, calm, and generally warm 
  attitude toward strangers, out of the knowledge that anyone 
  else might also be a member.
  Tribute
  Lowman’s Group collects no tribute itself, and keeps no 
  resources on-hand as a central body.  
  Members are required to donate up to 1% of their wealth 
  to other members per level within the faction, within 
  certain limits.  Beyond that, special one-off gifts or devotion 
  of wealth or resources are coordinated by the Head of 
  Household and Family Leaders if a supplicant’s request is 
  granted.
  
  82
  Introduction
  Order Mechanique
  Overview
  Rogues and knowledge workers, inventors, problem solvers, 
  sages… any geeks who love the thrill of adventure are 
  welcome to join, so long as they prove their creativity.
  Type
  Trade guild of inventors and tinkerers.
  Sigil
  One or more black gears against a dark field.
  Alignments
  Any allowed, but tend toward Evil or Neutral alignments.  
  Those of any Good alignment tend not to be allowed into the 
  Inner Circle.
  Races
  All allowed and welcomed.
  Key Motivations
  Creativity, invention, advancement of technology.
  Day-to-Day Goals
  Get, and help others get, a little bit better at tinkering.
  Long-Term Objectives
  Change the landscape of civilization by making truly 
  impressive things possible through technology.
  Notable Philosophies
  Anything magic can do, technology can do… and perhaps a 
  bit more reliably!
  Influence Level
  Little.  Although proficient and skilled and knowledgable, 
  the Order Mechanique keeps to themselves, and neither 
  seeks nor receives well outside involvement, even for their 
  own ultimate benefit.
  Reputation
  Good.  Although populated with many Evil people, even the 
  most vile adherents to the cause still produce mechanisms 
  of enormous utility.  At worst, the faction is viewed as a 
  necessary evil.
  Age
  Very Old (2550-499 years).
  Leadership
  A single Guildmaster holds the reigns, but he/she is elected 
  and holds office for only a single year at a time.
  Inner Circle
  Apart from the Guildmaster, there are no formal offices or 
  positions as such.
  As things work out, however, each new Guildmaster brings 
  with her a cadre of loyalists who serve her in administrative 
  capacities.  These act as “lieutenants” of the Guildmaster’s 
  will during her tenure, but nearly all of them shift over when 
  a new Guildmaster is elected.
  Size
  Medium (5,000-10,000).
  Stability
  Very Strong.  One might point to the nature of the devices 
  the members construct as inspiraton for their solidarity and 
  strength.
  Enemies
  No true enemies as such, but many magic-oriented guilds 
  and factions tend to be at odds with their goals.
  Allies
  None formally.  Unofficially, or by convenience, any other 
  factions in control of resources (e.g., metals).
  Resources
  Very High.  Order Mechanique claims members from all 
  walks of life and station, but almost by necessity, all who 
  tinker must have disposable time and resources to gain 
  knowledge, education, and parts.
  
  83
  Introduction
  FlexTable 18: Faction Characteristics: Order Mechanique
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  Tends toward 
  Evil.
  All
  All
  All
  All
  Race
  -
  All
  All
  All
  All
  Influence
  -
  Little
  Little
  Average
  Average
  Reputation
  -
  Good
  Good
  Good
  Praised
  Age
  -
  Very Old
  Very Old
  Venerable
  Venerable
  Size
  -
  Medium
  Medium
  Medium
  Large
  Stability
  -
  Very Strong
  Very Strong
  Very Strong
  Very Strong
  Enemies
  -
  None
  None
  None
  None
  Allies
  -
  None
  None
  None
  None
  Resources
  -
  Very High
  Very High
  Very High
  Excellent
  Tribute
  Plus resources 
  and inventions
  1%
  1%
  1%
  1%
  Membership
  Requires inventing something and giving the schematics to 
  the Order.
  Members are inquisitive and creative people of all races and 
  backgrounds.
  Common Traits
  Members tend to be a bit, um, odd, in their demeanor, easily 
  distracted, but also easily focused on a single purpose.  
  Driven, dedicated, and unshakable in their belief that they 
  can and will execute what the dream about.
  Demeanor
  Members aren’t secretive, but they do guard membership 
  quite jealously—it’s a mark of prestige to them to be a 
  member, and they want to ensure new members are up to 
  snuff.
  Tribute
  Members are required to Tribute a minimum of 1% of gained 
  wealth, though general expectation is that members will 
  also gift additional resources, particularly those who create 
  inventions.  Non-members wishing to Tribute to the faction 
  may pay an additional 1% or more as they desire.
  
  84
  Introduction
  Meatsmiths
  Overview
  Butchers and animal farmers from all over are welcome 
  to join the Meathsmiths, who focus on animal husbandry, 
  creature farming, butchery work, sales and trade.  They 
  prefer the term “flesh artisan” to the simple “butcher”, 
  though in practice their term is used almost exclusively by 
  members.
  Type
  Trade guild of butchers and animal farmers.
  Sigil
  A black cleaver against a dark field.
  Alignments
  Any allowed and supported.  Evil types are common.
  Races
  Any allowed and supported.
  Key Motivations
  To ensure meatcraft is viewed as a prestige profession, and 
  to encourage high protein prices.
  Day-to-Day Goals
  Advocate for, and increase, meat sales.
  Long-Term Objectives
  Identify ways to reduce cost and increase quality and 
  diversity in the harvest.  (Note, however, ulterior motives in 
  Description!)
  Notable Philosophies
  Butchers and farmers have difficult jobs, and it’s not easy to 
  ensure a quality product.
  Influence Level
  Little.  Aside from guiding meat prices and ensuring quality 
  and supply, the Meatsmiths hold little political sway.  
  In certain localities utterly dependent upon the protein they 
  provide, they may hold more power.
  Reputation
  Bad.  In addition to being a somewhat gruesome profession, 
  many question why these workers in particular need a guild 
  to begin with.
  Age
  Old (100-249 years).
  Leadership
  A single leader, called “the Cleaver”.  
  He or she rules the entire guild alone, and gets to decide 
  when and if they retire, and who takes over the position.  
  In practice, political and peer pressure are exerted if the 
  Cleaver is found to be doing a poor job; the voice of members 
  is certainly heard, even if there is no formal obligation to 
  respond to them.  
  Inner Circle
  None formally, although it is common for a Cleaver to retain 
  the services or friendship of a cadre of militant defenders 
  and/or mercenaries.  These lieutenants and enforcers of 
  the Cleaver’s will hold no official station or title, but are 
  commonly referred to as “knives” by the membership.
  Unofficially, and known only to the Cleaver and themselves, 
  there is also an Inner Circle of high-level members, typically 
  between 19-40.  These members are part of a dark and 
  necromantic offshoot of the faction focusing on Fleshcraft: 
  golems, augmented constructs, body manipulation, and 
  enhancements.  It’s gruesome and macabre, but their 
  work promises to bring about implants that bridge the gap 
  between man, machine, and magic.
  Size
  Tiny (500-999).
  Stability
  Stable.  The “face” of the guild is certainly stable, as the 
  profession will always endure… but the faction’s ulterior 
  motives, if discovered, would lay waste to the group fairly 
  quickly.
  Enemies
  Lawful Good citizens, professions, and factions.
  
  85
  Introduction
  FlexTable 19: Faction Characteristics: Meatsmiths
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  Tends toward 
  Evil.
  All
  All
  All
  All
  Race
  -
  All
  All
  All
  All
  Influence
  -
  Little
  Little
  Average
  Good
  Reputation
  -
  Bad
  Bad
  Bad
  Average
  Age
  -
  Old
  Old
  Old
  Very Old
  Size
  -
  Tiny
  Small
  Small
  Medium
  Stability
  -
  Stable
  Stable
  Stable
  Stable
  Enemies
  -
  LG
  LG
  LG
  LG
  Allies
  -
  LE
  LE
  LE
  LE
  Resources
  -
  Low
  Low
  Moderate
  Moderate
  Tribute
  -
  1%
  1%
  1%
  1%
  Allies
  Typically any LE-aligned faction.  Other Lawful and/or Evil 
  factions, for convenience.
  Resources
  Low.  Butchers tend not to be the wealthiest of tradespeople, 
  and those elite in the Inner Circle tend to be of arcane 
  bent, spending nearly all their resources on necromantic 
  components, research, and books.
  Membership
  Automatic, if you’re an animal farmer or a butcher and wish 
  to pay Tribute to the faction.
  Members are all butchers or farmers.  Though those in the 
  Inner Circle are members of these professions in name only; 
  they are nearly all necromantic wizards.
  Common Traits
  Most butchers are members, and nearly all members are 
  butchers.  If anyone did some proper research and inquiry, 
  they would quickly find that the faction’s ranks hold zero 
  members of Good alignment, however.
  Demeanor
  Members will name-drop the guild as often as possible, and 
  imply that to be a butcher is to continue a long, and storied, 
  tradition of flesh artisans who have worked and honed their 
  technique for thousands of years, and so on.
  Tribute
  Those wishing membership in Meathsmiths must comply 
  with Tribute of 1% of gained wealth, kept by the faction for 
  its own purposes.  Those wishing to Tribute to the faction 
  may pay an additional 1% or more as they desire.  Members 
  or non-members may puzzle at how little the guild appears 
  to do with these resources… this is because the Inner Circle 
  spends nearly everything on necromancy.
  
  86
  Introduction
  Liquid Guardians
  Overview
  Brewers and potionmakers from all walks of life claim 
  affiliation with the Liquid Guardians.  Their goal is the 
  elevation of their tradecraft, which they view as a skill and 
  practice above practically any other.
  Type
  Trade guild.
  Sigil
  A stylized water droplet, typically dark green, against a dark 
  field.
  Alignments
  Any allowed and supported, though Chaotic is most popular.
  Races
  Any allowed and supported.
  Key Motivations
  Knowledge.  Specifically, the secret of life… and of power 
  over death.
  Day-to-Day Goals
  Promote and exercise the practice of potion-making and 
  brewing.
  Long-Term Objectives
  Discover the secret of immortality in a bottle.
  Notable Philosophies
  If it’s possible to create, forge, or evoke, you can put it in a 
  bottle.
  Influence Level
  Average.  Apothecaries and healers, as well as magic-item 
  provisioners, are typically valued in all scales of society.
  Reputation
  Average.  Nobody really pays them much mind until they 
  need a potion.
  Age
  Ancient (1,000-4,999 years).  Was popular long, long ago, 
  but a “dark age” of the sect prevented its practice until 
  recently (about 15 years ago). 
  Leadership
  Single leader called the “Imbiber of Truth”.  
  Appointed for life, but given leadership’s habit of themselves 
  trying out the next attempt at a potion of immortality, this is 
  significantly shorter a span of time than it might seem.  Most 
  Imbibers only last between 1-3 years.
  Inner Circle
  19 designated Elders, all of whom are privy to the guild’s 
  secret: Historians are convinced that the sect of long ago 
  did in fact succeed in their attempt to discover ancient and 
  terrible secrets.  Their dark knowledge, power over life, is 
  said to be forbidden by the gods themselves, and brought 
  about the ruin of the faction, though Elders differ on what 
  happened exactly.  Some believe they were punished by the 
  gods themselves for their illicit knowledge, destroyed in a 
  fiery wrath.  Others believe that those who knew the secret 
  instead became gods themselves.  Cynical Elders think it’s 
  more likely that the gods played no role whatsoever—those 
  in power wanted to keep the secret for themselves, and 
  destroyed the entire cult lest others uncover their mysteries.
  In truth, this last rendition is most accurate: Elders from 
  long ago acquired what amounts to a functional immortality, 
  and leaked just enough info to local Paladins to have them 
  destroy and purge the cult.  Surviving the extinction were 
  but small handfuls of elders... who, gifted with the secret of 
  eternal life, walk among us still!
  Rise of this faction and research into its history also reveals 
  an offsetting faction of paladins, also still around hiding in 
  a subsect of a well known paladin / cleric religion, keeping 
  watch and hunting the remaining “liquescent immortals”.
  Size
  Tiny (500-999).
  Stability
  Strong.  The nature of the profession ensures its longevity; 
  this solidarity is occasionally threatened by the more 
  nefarious aims of individual members and small sets thereof.
  
  87
  Introduction
  FlexTable 20: Faction Characteristics: Liquid Guardians
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  Tends toward 
  Chaotic.
  All
  All
  All
  All
  Race
  -
  All
  All
  All
  All
  Influence
  -
  Average
  Average
  Average
  Good
  Reputation
  -
  Average
  Average
  Good
  Good
  Age
  -
  Ancient
  Ancient
  Ancient
  Ancient
  Size
  -
  Tiny
  Small
  Small
  Small
  Stability
  -
  Strong
  Strong
  Very Strong
  Very Strong
  Enemies
  Hatred of other 
  factions is 
  weak.
  All
  All
  All
  All
  Allies
  -
  None
  None
  None
  None
  Resources
  -
  High
  High
  Very High
  Very High
  Tribute
  Extra services 
  required to 
  gain favor
  1%
  1%
  1%
  1%
  Enemies
  Everyone else, though other factions aren’t even aware of 
  this enmity.
  Allies
  Liquid Guardians trust no others with their work or the 
  secrets they pursue.
  Resources
  High.  Potioncraft is an effective means to profit, but as 
  the guild is effectively limited to arcane brewers, there are 
  precious few among their ranks with actual political power 
  or trade influence.
  Membership
  The sect assumes a total membership—that is, if you brew 
  potions, the Liquid Guardians will eventually find you and 
  ask that you formally join their ranks.  And pay your share of 
  Tribute, of course.
  Secretive to the point of paranoia, members of any rank will 
  defend the guild to the last, firm in their belief that they are 
  doing the work of the gods themselves… or, at least, seeking 
  their power.
  Common Traits
  All members must have the Brew Potion feat, and preferably, 
  practice the art.  This can be either as a business, or as part 
  of adventuring or other endeavors—members need not make 
  potions as their sole focus.
  Demeanor
  Liquid Guardians tend to be shy and protective about the 
  existence, let alone the nature, of their faction.
  Tribute
  Liquid Guardians require a Tribute of 1% of gained wealth, 
  kept by the faction for its own purposes.  Those wishing to 
  Tribute to the faction may pay an additional 1% or more 
  as they desire.  In addition, the Imbibder of Truth or her 
  Inner Circle of Elders may approach any member for special 
  additional services, which include surveillance, information-
  gathering, potion-brewing, attempts at a new concoction, 
  and, in rare cases, they might ask for a guinea pig to try and 
  drink a new mixture to test its effects.  Such “extra services” 
  as these typically earn the giver significant favor in the 
  faction… if they survive the endeavor, that is.
  
  88
  Introduction
  Antimagic Shell
  Overview
  Detractors will joke that this is a tiny cult formed by people 
  too stupid to become magic-users… and there’s probably a 
  grain of truth in that assessment.  
  No matter its origins, however, the present-day Antimagic 
  Shell preaches a strict no-magic way of life, and claims all 
  sorts of benefits from adherence to its doctrine.  
  Type
  Belief, Lifestyle
  Sigil
  Orange shield atop a dark field, with a circle in the middle 
  bisected by a line from southwest to northeast.
  Alignments
  All are allowed and accepted, though Lawful (and 
  particularly Lawful Evil) alignments are most common.
  Races
  All welcome and allowed.
  Key Motivations
  Prevention and elimination of perceived “taint” through 
  lifestyle modification and living in accordance with their 
  beliefs.
  Day-to-Day Goals
  Avoid being “tainted” with magic, and seek cleansing 
  redemption if it’s unavoidable.
  Long-Term Objectives
  Reduce, or eliminate, the role of magic in society as a whole.
  Notable Philosophies
  Magic is a subtle form of evil, loosed upon this world by dark 
  forces who seek to undo the gods themselves.
  Influence Level
  Poor.  Magic is so useful to so many, and those who wield 
  magic have access to such power and influence, that it 
  is challenging for Antimagic Shell membership to gain 
  footholds against this will.
  Reputation
  Terrible  Magic is so useful in so many ways, most people 
  find it very difficult to understand the group’s perspective… 
  or their motivation.
  Age
  Recent (6-49 years).
  Leadership
  No formal leader.  
  Inner Circle
  Some in the group are more respected and their will more 
  acquiesced to than others.  The group does own a single 
  stronghold which it uses as its headquarters.  Some members 
  are labeled “Elders” but it’s unclear to most how this 
  designation occurs.
  Size
  Tiny (500-999).
  Stability
  Chaotic.  Membership fluctuates a great deal; attrition 
  is a major factor.  Most members discover quickly how 
  dependent they had been on magic and on magical effects… 
  this either hardens their resolve to abstain, or helps them 
  justify reverting to “normal” life.
  Enemies
  All magical factions, certainly, though they would not “war” 
  with them formally.
  Allies
  Members of the Antimagic Shell respect those of the Order 
  Mechanique.  For their part, the Mechaniques think the Shell 
  to be silly and bizarre, but they’re only too happy to take 
  advantage of the perceived camaraderie on occasion.
  Resources
  Very Low.  Forbidding magic, and dealings with those who 
  traffic in magic and magical items, severely limits commerce 
  and opportunities for influence.
  
  89
  Introduction
  FlexTable 21: Faction Characteristics: Antimagic Shell
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  Tends toward 
  L/LE.
  All
  All
  All
  All
  Race
  -
  All
  All
  All
  All
  Influence
  -
  Poor
  Poor
  Poor
  Little
  Reputation
  -
  Terrible
  Terrible
  Terrible
  Terrible
  Age
  -
  Recent
  Recent
  Recent
  Recent
  Size
  -
  Tiny
  Tiny
  Small
  Small
  Stability
  -
  Chaotic
  Chaotic
  Chaotic
  Unstable
  Enemies
  -
  All Magical
  All Magical
  All Magical
  All Magical
  Allies
  -
  Order 
  Mechanique
  Order 
  Mechanique
  Order 
  Mechanique
  Order 
  Mechanique
  Resources
  -
  Very Low
  Very Low
  Very Low
  Low
  Tribute
  -
  1%
  1%
  1%
  1%
  Membership
  Membership requires only the disavowal of magic—which is 
  more difficult than it might seem.  No spell-use, of course, 
  but beyond that, no magical healing, no magic weapons or 
  equipment, no wands, staves, or other magical devices… and 
  perhaps most frustratingly, members should not themselves 
  be a target of magical spells or effects.  No races with innate 
  spell-like abilities are allowed membership, regardless of 
  promises to abstain from use.
  Members see magic as an unclean taint, almost an infection 
  of mind, body, and soul.  Their “evidence” for this belief is 
  society’s over-reliance upon magic and magical items and 
  effects.  
  The name is a none-too-subtle play on the spell of the same 
  name; they envision themselves as a protective shell that 
  shields civilization from the fouls of magic.  Any member 
  caught casting magic of any form (arcane, divine, Ranger, 
  Druid, Bardic—anything at all) is immediately expelled from 
  the faction.  
  Those using magical devices (wands, staves, magical arms 
  or armor, or even a potion) or affected by magical spells 
  must defend the action informally to at least three other 
  members.  Based on their assessment, the offending user 
  may be expelled, or be required to do cleansing penance to 
  purge the taint.  This takes the form of an immediate Tribute 
  to the faction of 1% of current wealth for each spell level 
  (or magical item bonus) used or suffered, plus one day’s 
  “voluntary solitary” confinement and labor in the faction’s 
  stronghold.
  In practice, this is fairly lenient—after all, if someone is the 
  victim of a fireball, or must quaff a potion of cure moderate 
  wounds to avoid death, it’s certainly understandable.  
  Some magical items are permissible.  These must undergo 
  a “protective ceremony” conducted by the faction’s Elders.  
  In truth, this ceremony doesn’t do anything concrete to the 
  weapon or armor, but the Elders require a 1% Tribute of the 
  owner’s wealth per spell level of effect or Caster Level of the 
  effect granted by the device.
  “Pre-protected” magical items are available for sale at the 
  faction’s stronghold… for twice the retail price.
  Despite the obvious mercenary cynicism in this structure, 
  nearly everyone in the faction truly believes that their choice 
  of lifestyle is the “right way”, and makes them purer, more 
  complete, and less tainted than those who walk a different 
  path.  The useless ceremony, the penance, and the multiple 
  forms of extra tribute are merely to enforce the lifestyle and 
  underscore its importance to those who are on the fence as 
  to following it.
  Aside from owning no magical items, casting no spells, 
  seeking no magical assistance, and picking non-magical jobs, 
  they tend to be normal people in all other respects.
  Common Traits
  There’s usually something (aside from mere membership 
  in the Shell) that causes them to be, or feel, separate from 
  other people.
  Demeanor
  Tend to be somewhat reclusive.  If questioned about their 
  devotion, they will gladly spell it out for you (pun intended).
  Tribute
  The Antimagic Shell requires a Tribute of 1% of gained 
  wealth, kept by the faction for its own purposes.  Those 
  wishing to Tribute to the faction may pay an additional 1% 
  or more as they desire.  It should be noted that although the 
  mechanism for delivering and coordinating Tribute involves 
  magic, the faction views this as an unavoidable sin—if the 
  gods themselves demand that magic be involved in their 
  tribute, it can hardly be toxic.  Man-made, or man-executed, 
  magic is the real evil to be avoided.
  
  90
  Introduction
  Platinum Flag
  Overview
  A financial group, the Platinum Flag began long ago as a 
  means of encouraging investment in long-term projects, and 
  has been credited with enabling enormous advances in all 
  manner of civilization.  Power is one of the things money 
  leads to, but money for the sake of what it makes possible is 
  the core of the group’s belief.
  Type
  Financial.
  Sigil
  A silver-blue flag atop a dark field.
  Alignments
  Any, though Lawful Neutral predominates.
  Races
  All welcomed.
  Key Motivations
  Money.  And the power, influence, control, and things that 
  come with it. 
  Day-to-Day Goals
  Acquire wealth.
  Long-Term Objectives
  Acquire more wealth.
  Notable Philosophies
  Money first.  Investment is the truest form of power.
  Influence Level
  Excellent.  They themselves would point to the correlation 
  between money and influence as an underscore to their core 
  tenet and ambition.
  Reputation
  Average.  Their acumen and business savvy is respected far 
  and wide, though their tactics and “money above all else” 
  approach to things tends to rub most people the wrong way.
  Age
  Ancient (1,000-4,999 years).
  Leadership
  A single executive leader, the Platinum Head.  This position 
  is confirmed or changed once a year in a voting ceremony.  
  Typically this is the member with the most accumulated 
  wealth, though in rare circumstances it has been the member 
  who has grown the most wealth in the past year.
  Inner Circle
  Membership has ranks with precious-metal terminologies.  
  The most elite inner circle is the Platinum Bar, a council of 
  19.  Second most important is the Gold Bar, a council of 29 
  members; next the Silver Bar, with 49 members, and finally 
  the Copper Order, which is the balance of the common 
  membership.
  Size
  Medium (5,000-10,000).
  Stability
  Very Strong.  
  Enemies
  Formal enmity is typically not good for profit, so the 
  Platinum Flag tends not to bear a grudge… at least not in a 
  formal manner.  They will war with any group interfering 
  with their investments or operating against their schemes, 
  but only if profit is threatened—they are not a fantasy 
  “mafia”.
  Allies
  Formal alliances are not uncommon, but tend to be short-
  lived and only to fulfill a specific purpose.  The Flag has 
  found that the best way to keep good relations and to 
  ensure others operate in your interests is to invest in their 
  endeavors—and so the faction has a stake in nearly every 
  single government, religion, and organization that seems 
  successful.
  Resources
  Excellent.  A faction based in the accumulation of wealth 
  is likely to always have cash on hand to provision its 
  
  91
  Introduction
  FlexTable 22: Faction Characteristics: Platinum Flag
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  LN popular.
  All
  All
  All
  All
  Race
  -
  All
  All
  All
  All
  Influence
  -
  Excellent
  Excellent
  Excellent
  Near Total
  Reputation
  -
  Average
  Average
  Good
  Good
  Age
  -
  Ancient
  Ancient
  Ancient
  Ancient
  Size
  -
  Medium
  Medium
  Medium
  Large
  Stability
  -
  Very Strong
  Very Strong
  Intractable
  Intractable
  Enemies
  -
  None
  None
  None
  None
  Allies
  -
  Short-term
  Short-term
  Short-term
  Short-term
  Resources
  -
  Excellent
  Excellent
  Excellent
  Excellent
  Tribute
  More required 
  for elevated 
  status
  3%
  3%
  3%
  3%
  membership or further its aims.
  Membership
  Requires a one-time Tribute of 10% of current wealth, and 
  advocacy from at least one member of the Silver, Gold, 
  or Platinum Bar.  This gains you Copper membership; 
  advancement from Copper to Silver costs another 10% 
  and requires someone of Gold or Platinum membership to 
  advocate for you.  Going from Silver to Gold, you guessed 
  it, another 10%, and this time, it has to be someone in the 
  Platinum Bar that speaks on your behalf.  To move from Gold 
  to Platinum requires the Platinum Head herself to nominate 
  you, and a majority of those in Gold and Silver status must 
  vote for you to ascend… oh, and of course, they’ll be needing 
  that extra 10% Tribute.
  Members are merchants, business owners, tradesfolk, 
  politicians, magicians, government officials—those from all 
  walks of life who are wealthy or who would aspire toward 
  wealth join the ranks of the Platinum Flag.
  Common Traits
  It’s considered a bit garish to flaunt one’s wealth, though 
  exceptional taste is always respected.  But the Flag strives to 
  represent itself well, and will have a frank conversation with 
  any member who behaves poorly, particularly if they do so in 
  the name of the faction.
  Demeanor
  Members are almost universally proud of membership.  
  While they won’t name-drop their participation, they will 
  speak freely of the Flag and its principles, its good works, 
  the advances it has made possible.  This typically turns to 
  boasting quite quickly, however, and a smug confidence 
  pervades many members’ attitudes.
  Tribute
  Unlike many other factions, the Platinum Flag expects a 
  Tribute of not one, but 3% of gained wealth, kept by the 
  faction for its own purposes.  Those wishing to Tribute to 
  the faction may pay an additional 1% or more as they desire.  
  Those at Silver status or above are expected—though not 
  formally required—to pay a greater percentage, and in rare 
  circumstances, faction leadership may approach particularly 
  prosperous members for a special donation—say, if a 
  particular project is spinning up and they want additional 
  capital to make it happen.
  
  92
  Introduction
  Katkalls
  Overview
  When times get tough, society tends to cut things out of its 
  agenda—and spending on lavish entertainment is one of 
  the first things to go.  Katkalls feels that revelry serves and 
  important function in any civilization, and that continued 
  employment and job security for those who practice the 
  various arts of performance should be one of the most 
  fundamental human rights.  
  They also like a good mug of ale, if truth be told.
  Type
  Casual guild / social club of performers, and entertainers.
  Sigil
  White musical notes against a dark field.
  Alignments
  Any, though Chaotic tends to be the case.
  Races
  Any allowed, though more monstrous races such as Half-Orcs 
  tend to be minimized.
  Key Motivations
  Ensure employment and well-being for its members, and 
  advocate for the profession.
  Day-to-Day Goals
  Get members work.
  Long-Term Objectives
  Ideally, get bards, singers, and dancers into positions of 
  power.  Though most members are realistic as to how long 
  that will take, and how unlikely it is.
  Notable Philosophies
  Music, laughter, and camaraderie are the true magics of the 
  world.
  Influence Level
  Little.  Although members have the attention of the powerful 
  and wealthy, they can rarely affect their will.  Cynical 
  members will refer to this as having the eyes, but not the 
  ears, of the notable.
  Reputation
  Praised.  Who doesn’t like music and dancing?
  Age
  Ancient (1,000-4,999 years), though with different names 
  over the ages.
  Leadership
  There is a Head Jester, the tongue-in-cheek title of the 
  group’s de facto leader.  She’s more a figurehead than an 
  actual decision-maker, though.  Typically, the Jester is chosen 
  in a wild night of revels and debauchery—sometimes as often 
  as once a year, though frequently it’s every other year, or 
  every three or even five years.  
  Inner Circle
  Katkalls has no elite outside of the Head Jester, who 
  themselves is not very powerful within the organization.
  In practice, although the faction places no titles on them, 
  the most influential members are those who hold sway in 
  localities and can get gigs for more members.
  Size
  Medium (5,000-10,000).
  Stability
  Very Strong, though the group’s power and membership 
  grows and shrinks quickly.
  Enemies
  Some governments or Lawful organizations, if their zeal for 
  order would punish those simply looking for a good time.
  Allies
  Musicians and singers don’t really have formal allegiances.
  Resources
  Low.  Though you’d be surprised what a large gang of 
  
  93
  Introduction
  FlexTable 23: Faction Characteristics: Katkalls
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  Tends toward 
  Chaotic.
  All
  All
  All
  All
  Race
  Half-Orcs 
  minimized.
  All
  All
  All
  All
  Influence
  -
  Little
  Little
  Little
  Average
  Reputation
  -
  Praised
  Praised
  Praised
  Revered
  Age
  -
  Ancient
  Ancient
  Ancient
  Ancient
  Size
  -
  Medium
  Medium
  Medium
  Large
  Stability
  -
  Very Strong
  Very Strong
  Very Strong
  Very Strong
  Enemies
  -
  L/E factions
  L/E factions
  L/E factions
  L/E factions
  Allies
  -
  None
  None
  None
  None
  Resources
  -
  Low
  Low
  Low
  Moderate
  Tribute
  1%+ if desired; 
  5-20% of 
  contracts
  None req’d
  None req’d
  None req’d
  None req’d
  impassioned, driven bards can accomplish if given direction.
  Membership
  Any entertainer is welcome to join, but to do so, one must 
  find at least two existing members and give them their best 
  performance—preferably one that impresses.
  Members consist of bards, singers, musicians, dancers, 
  orators, storytellers, comedians… pretty much anyone who 
  entertains.
  Common Traits
  They’re all entertainers, but that label applies to a quite 
  broad spectrum of folk.  Some influential and powerful 
  government and religious officials are also members, if they 
  strum a good lute in their spare time.
  Demeanor
  Friendly, effervescent, and whimsical.  Or lugubrious, 
  cynical, and biting.  Alternately, snide and cunning.  The only 
  thing they all have in common is the ability to make things 
  interesting.
  Tribute
  Unlike most other factions, Katkalls doesn’t require any 
  tribute annually.  However, 5% of all fees gained through 
  performance contracts must be handed over to the faction; 
  this rate is 20% for contracts arranged by the group itself.
  Those wishing to Tribute to the faction may pay 1% or more 
  as they desire.
  
  94
  Introduction
  Mace and Blade
  Overview
  They’re not quite military—they won’t fight a war for you.  
  But any other need of defense, security, enforcement—they’re 
  your men, women, and monsters.  Mace and Blade have been 
  serving the small- to medium-scale security needs of the 
  realm for dozens of generations.
  Type
  Private military.
  Sigil
  A mace and blade, crossed.  Usually the mace takes the form 
  of a morningstar, or bears spikes.
  Alignments
  All are allowed and accepted, but Lawful alignments are 
  most popular.
  Races
  Any allowed and welcomed.
  Key Motivations
  Security and enforcement.
  Day-to-Day Goals
  Ensure security contracts and employment for its members.
  Long-Term Objectives
  Privatize and take over security for the entire realm.  It goes 
  without saying that Mace and Blade contractors would be the 
  ones providing the security.  For a reasonable fee, naturally.
  Notable Philosophies
  Civilization is nothing without security… and security must 
  be independent, private, if it is to be trusted.  Factions, be 
  they government, religion, or secular, cannot be trusted with 
  their own defense.
  Influence Level
  Good.  For the regions they serve, they wield enormous 
  power, regardless of that wielded by the political entities 
  thta employ them.
  Reputation
  Average.  Those who use their services swear by the quality 
  and efficiency.  Many others point out that the faction’s 
  ultimate goal is a police state for profit, and although they’re 
  not far from the mark, Mace and Blade members will point 
  out that their biggest detractors are either those with no 
  need of security, or those who unknowingly benefit from the 
  defense efforts of others.
  Age
  Old (100-249 years).
  Leadership
  Organized like a military, there is a Commander-in-Chief 
  who is in charge of the entire operation.  
  Inner Circle
  There are generals, lieutenants, and so forth.
  Size
  Huge (25,000-49,999).
  Stability
  Very Strong.
  Enemies
  Other security and military services, though they ally on 
  occasion, say, for a large contract.
  Allies
  The group is open to working with any other faction… for 
  a price.  In practice, most alliances are short-lived, for the 
  duration of the contract, usually.
  Resources
  High.  Most mundane equipment for its members is provided 
  by the faction.
  Membership
  Requires fighting prowess, so certainly at least one class 
  
  95
  Introduction
  FlexTable 24: Faction Characteristics: Mace and Blade
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  Tends toward 
  L.
  All
  All
  All
  All
  Race
  -
  All
  All
  All
  All
  Influence
  -
  Good
  Good
  Good
  Excellent
  Reputation
  -
  Average
  Average
  Good
  Good
  Age
  -
  Old
  Old
  Very Old
  Very Old
  Size
  -
  Huge
  Huge
  Huge
  Gargantuan
  Stability
  -
  Very Strong
  Very Strong
  Intractable
  Intractable
  Enemies
  -
  Other military
  Other military
  Other military
  Other 
  military
  Allies
  -
  Any
  Any
  Any
  Any
  Resources
  -
  High
  High
  Very High
  Very High
  Tribute
  Informal rank 
  assoc’d w/more 
  1%
  1%
  1%
  1%
  level in a hand-to-hand combat discipline.  But no class 
  is ruled out, as some clients would prefer their security 
  forces to be less obviously brutish.  To gain membership, 
  all that’s needed is the Tribute described below, and a brief 
  demonstration of one’s abilities.
  Members hail from all walks of life, all races, and all classes.  
  Adventurers may belong part-time as a means of a stable 
  income to augment their dragon-slaying, dungeon-diving 
  attempts.
  Common Traits
  They all have some combat ability, and most have seen 
  combat themselves.
  Demeanor
  Members are proud of the faction and its services.  They will 
  freely discuss their membership and anything they know 
  about the group.
  Tribute
  Mace and Blade requires a Tribute of 1% of gained wealth, 
  kept by the faction for its own purposes.  Those wishing to 
  Tribute to the faction may pay an additional 1% or more 
  as they desire.  There is an informal, and rarely enforced, 
  expectation that the higher one’s “rank” within the 
  organization, the greater the percentage of tribute should be.
  
  96
  Introduction
  Emerald Garden
  Overview
  Benevolent do-gooders with an ultimate goal of helping all 
  life, the Emerald Garden is a loosely-organized group of 
  Druids, Rangers, scholars, and others.
  Type
  Outreach / support and defenders of a belief.
  Sigil
  A green leaf, or leaves, against a dark field.
  Alignments
  Neutral Good almost exclusively, with some Chaotic Good.
  Races
  All allowed and welcomed.
  Key Motivations
  To help the growth and sustenance of all life.
  Day-to-Day Goals
  Keep people fed and prosperous, and preserve nature.
  Long-Term Objectives
  Encourage the growth and diversity of life in the realm.
  Notable Philosophies
  Magic is the essence of life, given physical effect.  
  Influence Level
  Little.  Although many agree with the core tenets of the 
  faction, few will subvert other interests in their pursuit.
  Reputation
  Average.  It’s hard to argue with the group’s goals or 
  motivation, but most others feel as though there are much 
  more pressing matters that need to be addressed before 
  we devote energy to helping trees grow.  “Life grows fine 
  enough without our help” tends to be a popular criticism 
  from outsiders.
  Age
  Ancient (1,000-4,999 years), though with different names.
  Leadership & Inner Circle
  A Circle of Seers, a group of 7 elder members, makes 
  leadership decisions.  Seers typically serve a lifelong 
  commitment once appointed, regardless of infirmity or 
  insanity… mental instability or impairment is viewed to be 
  simply another part of life, and must therefore be part of 
  the plan of life, so including that perspective actually helps 
  rather than hinders the diversity of opinion.
  Size
  Small (1,000-4,999).
  Stability
  Strong. 
  Enemies
  Any faction whose purpose involves preventing or destroying 
  life of any kind.  Military factions tend to be enemies.
  Allies
  Any other group that aims to help life that finds itself 
  threatened.  Healers and religious faction alliances are 
  common.
  Resources
  Low.  Farms, gardens, forests, and parks tend to be under 
  their protection, but these rarely require protection.
  Membership
  All magic is respected and revered, though its use is not 
  required for membership.  Rangers, druids, and clerics 
  aligned with a life-oriented deity are very popular.
  Members will calmly and rationally tell you how all 
  governments and militaries are in the business of preventing 
  life.  Many retired adventurers of certain classes are among 
  their ranks.
  
  97
  Introduction
  FlexTable 25: Faction Characteristics: Emerald Garden
  Attribute
  Notes
    Low
    Moderate
    
  Advanced
    Elite
  Alignment
  LG / CG mostly.
  All
  All
  All
  All
  Race
  -
  All
  All
  All
  All
  Influence
  -
  Little
  Little
  Little
  Little
  Reputation
  -
  Average
  Average
  Average
  Good
  Age
  -
  Ancient
  Ancient
  Ancient
  Ancient
  Size
  -
  Small
  Small
  Medium
  Large
  Stability
  -
  Strong
  Strong
  Strong
  Very Strong
  Enemies
  -
  Military
  Military
  Military, 
  Necromancers
  Military, 
  Necromancers
  Allies
  -
  Healers, 
  religions
  Healers, 
  religions
  Healers, 
  religions
  Healers, 
  religions
  Resources
  -
  Low
  Low
  Low
  Moderate
  Tribute
  Rarely 
  enforced.
  1%
  1%
  1%
  1%
  Common Traits
  They’re not all vegetarians or vegans, and many wear 
  leather armor and other products taken from the lives of 
  animals.  Their efforts are focused on the long view—helping 
  life flourish all over.  They recognize that some life (e.g., 
  people!) requires that other life (e.g., apples, cattle) be 
  sacrificed that it might thrive.
  Demeanor
  Tend to be calm, serene, and know a lot about history.
  Tribute
  The Emerald Garden asks a Tribute of 1% of gained wealth, 
  kept by the faction for its own purposes.  Those wishing to 
  Tribute to the faction may pay an additional 1% or more as 
  they desire.  
  This is rarely enforced, however, and faction leaders in 
  various areas have gotten in trouble with authorities and 
  in some cases the gods themselves at not collecting and 
  coordinating tribute properly.  
  Almost exclusively, retained tribute is used to purchase land, 
  either to gift to members to farm and maintain, or to prevent 
  its use for other purposes that would be counter to the 
  group’s aims.
  
  98
  Introduction
  Wild Kingdom
  Overview
  Exploring the world without fear, and fighting the realm’s 
  wars for them—that’s the life of a member of the Wild 
  Kingdom.  A martial faction devoted to warfare and 
  exploration, Wild Kingdom has been fighting wars and 
  slaying dragons for a hundred years.
  Although detractors criticize them for being mercenaries 
  and believing in no true cause, they will point out that they 
  fight for the truest purpose: exploration and experience.  
  No matter your politics or background, these are heady 
  intoxicants to the stalwart.
  Members of this faction are a favorite of caravans, 
  merchants, and those wishing a combination of security and 
  adventuring.  Some are hired as bodyguards for well-to-do 
  novice adventurers; they’re also great resources to fill out 
  the ranks of an adventuring party.
  Type
  Exploration, warfare, and adventure.
  Sigil
  Golden long-grass against a dark (or no) field.
  Alignments
  Any are allowed and accepted.
  Races
  Any are allowed and accepted.
  Key Motivations
  Help countries wage war, see the world, have fun.
  Day-to-Day Goals
  Explore and travel the world.
  Long-Term Objectives
  Visit every region, wage war with successful armies, and 
  “see it all”.
  Notable Philosophies
  No matter how long you live, and how far you travel, there 
  are always lands and wars yet to explore and fight.
  Influence Level
  Average.  Though locally, and in trade / merchant contexts, 
  this is elevated.
  Reputation
  Good.  Soldiers are often necessary, and Wild Kingdom 
  members make outstanding adventuring companions.
  Age
  Very Old (250-499 years).
  Leadership & Inner Circle
  Tribal Council of 5 leaders makes decisions.  Officially, each 
  of these positions may be challenged by any member at a 
  ceremony once a year; in times past, the challenger must 
  defeat and slay the incumbent in single combat to take the 
  seat.
  These days, succession decisions are political, and arrived 
  at months ahead of time.  The ceremony of challenge and 
  combat is vestigial, and instead of death, the retiring Council 
  member will lay down their sword, and beg mercy, which 
  is then granted by the challenger, who assumes the seat 
  thereafter.
  Size
  Large (10,000-24,999).
  Although an enormous population of members, attrition by 
  combat (and dangerous exploration!) is unavoidable.
  Stability
  Stable.  Membership surges during wartime, and declines 
  sharply when the battle is actually fought.
  Enemies
  The faction itself rarely wars with other groups, though 
  almost by definition, members are part of warring forces.  
  Wild Kingdom struggles to remain, or at least appear, 
  neutral, apart from and above politics of the realm.
  Allies
  Any other military faction, so long as their ranks are on the 
  side for which the Kingdom fights at the moment.
  
  99
  Introduction
  FlexTable 26: Faction Characteristics: Wild Kingdom
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  -
  All
  All
  All
  All
  Race
  -
  All
  All
  All
  All
  Influence
  -
  Average
  Average
  Average
  Good
  Reputation
  -
  Good
  Good
  Good
  Good
  Age
  -
  Very Old
  Very Old
  Venerable
  Venerable
  Size
  -
  Large
  Large
  Huge
  Huge
  Stability
  -
  Stable
  Stable
  Stable
  Strong
  Enemies
  Tries to remain 
  neutral.
  None
  None
  None
  None
  Allies
  -
  Any
  Any
  Any
  Any
  Resources
  -
  Moderate
  Moderate
  Moderate
  High
  Tribute
  -
  1%
  1%
  1%
  1%
  Resources
  Moderate.  Although military factions tend to have many 
  resources, Wild Kingdom’s travelling and decentralized 
  nature make it difficult to amass much of a long-term 
  foothold in any specific region.
  Membership
  Sign here, and pay your tribute; congratulations, you’re now 
  a member.  If you’re looking to go adventuring, let us know; 
  there’s lots of your new colleagues who would love another 
  sword at their side.  
  Members consist mainly of barbarians, fighters, warriors, 
  ex-soldiers, mercenaries… even a few paladins who are 
  disgruntled or bored.
  Common Traits
  A sense of adventure and a bold outlook on life.  And 
  weapons.  Lots of weapons.
  Demeanor
  Most Wild Kingdom members will regale you with tales of 
  their exploits.  Although not a formal military, members have 
  a great deal of respect for one another, and by default will 
  stand shoulder-to-shoulder with anyone if they’re a known 
  member.
  Tribute
  As an enormous, pseudo-military organization, the Wild 
  Kingdom requires a Tribute of 1% of gained wealth, kept by 
  the faction for its own purposes.  Those wishing to Tribute to 
  the faction may pay an additional 1% or more as they desire.
  Although most factions collect tribute once a year, Wild 
  Kingdom members tend to embrace a higher degree of 
  volatility in their deeds… and so, the group collects their 
  tribute from a given member whenever they are “back in 
  town”, so to speak, or in between wars or quests.
  
  100
  Introduction
  Adamantium Trail
  Overview
  There are many trade guilds and merchant organizations.  
  The Adamantium Trail attempts to unite all traders under a 
  common banner--some sub-factions have been applying this 
  a bit aggressively, of late.  
  Type
  Merchant and trade guild.
  Sigil
  A white signpost.
  Alignments
  All allowed and represented.
  Races
  All allowed and represented.
  Key Motivations
  Money, trade, and the flow of product within the realm.
  Day-to-Day Goals
  Conduct and expand business.
  Long-Term Objectives
  Gain money, influence, and control the economy.  Though 
  most members recognize that the group is composed of 
  selfish, personally-focused businesspeople, and organizing 
  toward some greater purpose is a huge challenge.
  Notable Philosophies
  Buy it for one gold piece, sell it for two.
  Influence Level
  Good.
  Reputation
  Good.  Though some will call them money-grubbing 
  profiteers, it’s unavoidable that ultimately, everyone benefits 
  from trade.
  Age
  Venerable (500-999 years).
  Leadership
  A single Trailmaster leads.  She buys her way into the 
  position, outbidding her competitors in a fiscal ceremony 
  that occurs every five years (or upon the death of an existing 
  Trailmaster).
  Inner Circle
  None formally, though in practice, the Trailmaster cannot be 
  everywhere at once, and so delegates regional authority and 
  collection duties by rough geographical area.
  Size
  Large (10,000-24,999).
  Stability
  Strong.
  Enemies
  Other trade guilds.
  Allies
  Also other trade guilds.  Depends how profitable the other 
  party is being in comparison.
  Resources
  High.  Even a poor merchant tends to still do well.
  Today, they are slowly morphing into a mafia kind of 
  situation, edging out solitary and family-owned businesses 
  and smaller guilds as their power and proft grow.
  Membership
  If you buy and sell, you may apply.  To prove your worth, 
  you are given a single platinum piece; your job is to generate 
  at least 10 pp from it using your skills, connections, and 
  knowledge.  You have as much time as you like to do so; 
  some members take more than a year to complete the task, 
  but if they’re successful, they’re admitted.
  Most members wear the icon of the faction—embroidered 
  
  101
  Introduction
  FlexTable 27: Faction Characteristics: Adamantium Trail
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  -
  All
  All
  All
  All
  Race
  -
  All
  All
  All
  All
  Influence
  -
  Good
  Good
  Good
  Excellent
  Reputation
  -
  Good
  Good
  Good
  Praised
  Age
  -
  Venerable
  Venerable
  Venerable
  Ancient
  Size
  -
  Large
  Large
  Huge
  Huge
  Stability
  -
  Strong
  Strong
  Strong
  Very Strong
  Enemies
  -
  Trade guilds
  Trade guilds
  Trade guilds
  Trade guilds
  Allies
  -
  Trade guilds
  Trade guilds
  Trade guilds
  Trade guilds
  Resources
  -
  High
  High
  Very High
  Excellent
  Tribute
  1-10% typical
  1%
  1%
  1%
  1%
  into their clothes, emblazoned on their wagons, or carved 
  into their shop.
  Common Traits
  There are very, very few members who are not active traders 
  or who own a stake in a mercantile company.
  Demeanor
  Always out to cut a deal, Adamantium Trail members are 
  hustlers by nature.
  Tribute
  All members are expected to provide a Tribute of 1% of 
  gained wealth, kept by the faction for its own purposes.  
  Those wishing to Tribute to the faction may pay an 
  additional 1% or more as they desire.
  It’s an unspoken rule that the more profitable you have been, 
  the greater percentage of tribute you should provide.  Many 
  high-ranking members tribute more than 10%.  
  In addition, intra-faction bribery is commonplace, 
  particularly when vying for the position of Trailmaster.  
  It’s not uncommon for a new Trailmaster candidate to 
  run unopposed and assume the position without contest… 
  because she has paid the other major contenders off so they 
  won’t run.
  
  102
  Introduction
  Squirrelheel Couriers
  Overview
  Nimble and capable riders from all backgrounds take up the 
  scroll case and the saddle, though most are young and many 
  are former (or inadequate) adventurers.  
  Type
  Trade guild of message deliverers.
  Sigil
  Squirrel silhouette against a light-green, easterly-pointing 
  chevron.
  Alignments
  Any allowed, but Neutral alignments are encouraged, 
  particularly Lawful Neutral.
  Races
  Any, though slower races (halfling, dwarf, gnome) tend to be 
  at a disadvantage.
  Key Motivations
  Secure delivery of messages, profit.
  Day-to-Day Goals
  Deliver the message.
  Long-Term Objectives
  Help empower all factions, governments, and citizens to 
  trust that communications are secure.
  Notable Philosophies
  With a delivery job, trust is the real product that’s being 
  delivered.
  Influence Level
  Good, but to little effect.  Trusted across the Realm, and 
  stolidly neutral in their endeavors, their stature is mostly 
  because they serve no higher purpose and do not push or 
  sway.
  Reputation
  Revered.  They are reliable, and take no sides.
  Age
  Very Old (250-499 years).
  Leadership
  A single Head Nut coordinates things, but the faction is 
  so decentralized and its members so autonomous that she 
  hardly ever gets involved in most matters.
  Inner Circle
  None.
  Size
  Tiny (500-999).
  Stability
  Very Strong.
  Enemies
  No true enemies.  
  Some messages are of woe, and there is a tendency to blame 
  the messenger, but such fury rarely survives for long, and 
  is almost never pinned to the organization of which the 
  messager is a part.
  Allies
  None.  The faction strives to seek or maintain no alliances so 
  as to appear and remain neutral in all endeavors.  
  They will as soon deliver a command from a tyrant to initiate 
  genocide as they will a love note from a besotted tailor, and 
  will treat both with equal weight and importance.
  Resources
  Low.  Members keep most of what they earn making 
  deliveries, as the needs of the organization as a whole are 
  few.
  Membership
  Requires performing a delivery for a current member, and 
  returning in a time representative of a challenging pace.
  Members are commonly loners who are almost always on the 
  
  103
  Introduction
  FlexTable 28: Faction Characteristics: Squirrelheel Couriers
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  N/LN 
  primarily.
  All
  All
  All
  All
  Race
  Slower races 
  disadvantaged.
  All
  All
  All
  All
  Influence
  Rarely used.
  Good
  Good
  Good
  Good
  Reputation
  -
  Revered
  Revered
  Revered
  Revered
  Age
  -
  Very Old
  Very Old
  Very Old
  Venerable
  Size
  -
  Tiny
  Tiny
  Tiny
  Small
  Stability
  -
  Very Strong
  Very Strong
  Very Strong
  Very Strong
  Enemies
  -
  None
  None
  None
  None
  Allies
  -
  None
  None
  None
  None
  Resources
  -
  Low
  Low
  Low
  Moderate
  Tribute
  Only tribute 
  paid in most 
  cases.
  1%
  1%
  1%
  1%
  job.
  Common Traits
  It takes a strong combination of wanderlust, adventure, and 
  love of being alone to hack it with the Squirrels for very long.
  Demeanor
  Are typically proud, if not boastful, of their guild and its 
  service.  Most jobs are secured via word-of-mouth, or repeat 
  business.
  Tribute
  Members are required to Tribute a minimum of 1% of gained 
  wealth.  Non-members wishing to Tribute to the faction 
  may pay an additional 1% or more as they desire.  As most 
  members do not belong to a particular city or village, this 
  tends to be the only tribute they pay.
  
  104
  Introduction
  Ever-Present Occulus
  Overview
  Anyone with an ability to cast Divination spells, or anyone 
  interested in the performance or entertainment aspects of 
  the craft, band together to improve their lot and that of their 
  art.
  Type
  Diviners, mystics, and fortune-tellers who practice the craft 
  either as entertainment, or for more formal purposes.
  Sigil
  A golden stylized eye atop a black globe.
  Alignments
  Any allowed, but tend toward Neutral or Chaotic.  Lawfully-
  aligned members tend to avoid the entertainment aspects of 
  the trade.
  Races
  All welcomed.
  Key Motivations
  Enhance the public perception of divination as a valuable 
  component of society.
  Day-to-Day Goals
  Help members improve their skills, get work, and 
  communicate significant findings amongst their community 
  of members.
  Long-Term Objectives
  Move diviners into places of prominent power—every 
  government and faction should at least have a vizier or 
  spiritual consultant who reports directly to the king, 
  chieftain, leader, captain, or leadership.
  Notable Philosophies
  How can you plan when you do not know?  
  How can you know if you do not ask?  
  How can you answer without talent?
  Influence Level
  Little.  
  Locally, in a particular city or region where members have a 
  foothold and a formal position (e.g., as vizier or advisor or 
  sage), this increases to Excellent, and in some cases, Near 
  Total.
  Reputation
  Average.  Few doubt the utility or ability of the membership 
  or the services they provide, but there is an inherent distrust 
  of those who see too much, too far.
  Age
  Ancient (1,000-4,999 years).
  Leadership
  The Eye is the all-powerful leader of the group, though only 
  in theory.  He/she is elected by the Lenses (see below), only 
  upon the inception of a special ritual conducted remotely.
  In practice, The Eye is a figurehead, someone to blame for 
  disasters and to share credit with grudgingly for successes.  
  Most Eyes remain in their station only until a plan hatched 
  by a subgroup of Lenses fails, at which point many Lenses 
  will divine some guilt about the Eye and either have her 
  killed or call for her replacement.
  As a result of the above, most Eyes spend the majority of 
  their time in office shielding themselves and trying to avoid 
  the divination abilities of the Lenses who elected them!
  Inner Circle
  33 Lenses are senior officials who coordinate things on a 
  more granular basis—typically each Lens is associated with a 
  geography, city, or region.
  Size
  Small (1,000-4,999).
  Stability
  Stable.  The practice and pasttime are inviolate and will 
  endure for millenia yet; the formal association of those who 
  practice, however, is almost by its very nature volatile.  
  Those who know too much, tend to trust too little as a result.
  
  105
  Introduction
  FlexTable 29: Faction Characteristics: The Ever-Present Oculus
  Attribute
  Notes
    Low
    Moderate
    Advanced
    Elite
  Alignment
  N/C preferred; 
  rarely L
  All
  All
  All
  All
  Race
  -
  All
  All
  All
  All
  Influence
  -
  Little
  Little
  Little
  Average
  Reputation
  -
  Average
  Average
  Average
  Average
  Age
  -
  Ancient
  Ancient
  Ancient
  Ancient
  Size
  -
  Small
  Small
  Small
  Medium
  Stability
  -
  Stable
  Stable
  Stable
  Stable
  Enemies
  -
  Religions
  Religions
  Religions
  Religions
  Allies
  -
  None
  None
  None
  None
  Resources
  -
  Low
  Low
  Low
  Moderate
  Tribute
  -
  1%
  1%
  1%
  1%
  Enemies
  Most factions who derive their influence or belief from 
  alternative powers—e.g., religions, wizardly powers of a 
  nature not specifically oriented toward divination—look 
  upon the Eye as a self-important cult who is trying to boost 
  in importance an art that may have its place, but not in a 
  formal power structure. 
  Allies
  None.  It is viewed as a grave offense for members to accept, 
  or even more to seek, formal bonds with outsiders.
  Resources
  Low.  Diviners as a general rule tend not to be too wealthy, 
  though some in well-placed leadership or counseling 
  positions may wield enormous influence.
  Membership
  Requires demonstrating their talents to one of the Lenses in 
  the Inner Circle, and having them advocate for their entry 
  into the faction.
  Members tend to be diviners, bards, entertainers, and 
  craftspeople.
  Common Traits
  Almost always, members will have the faction sigil 
  embroidered, branded, tattooed, or stamped onto either their 
  clothing, or their own skin.  This may be quite difficult to 
  locate in the case of some members, however.
  Demeanor
  For those who actually do cast Divination spells, as well as 
  for those who merely practice at it as entertainment, much 
  of the impact and power of the craft relies upon willing 
  suspension of disbelief on the part of the audience… or 
  at the very least, being granted benefit of the doubt.  As a 
  result, members of the Eye may not be secretive about their 
  membership or the existence of the faction, but will wreathe 
  their every statement and gesture in meaning and mysticism, 
  whether it’s merited or not.
  Tribute
  Members are required to Tribute a minimum of 1% of gained 
  wealth.  Non-members wishing to Tribute to the faction may 
  pay an additional 1% or more as they desire.
  
  106
  Introduction
  Rumors & Lore
  
  107
  Introduction
  How to Use Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use these FlexTables:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower 
  DC and read that instead.  The party may use 
    Knowledge 
  (Local) or Diplomacy; the DC listed applies equally to 
  either of these skills.  Alternately, a PC may use Knowledge 
  (History), but with a -3 circumstance penalty (as knowledge 
  of general history will apply in only a limited basis to the 
  immediate vicinity of Mondaria).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  There are several different FlexTables to use here.  One is 
  the default, which is a good starting point for general lore 
  and rumor.  It will guide you to the more detailed FlexTables 
  that are more topic-based.
  Each of the subsequent topic-based FlexTables may be used 
  directly, if the PCs are inquiring as to a specific topic.  If the 
  party is gathering information pertaining explicitly to NPCs, 
  Factions, or Settings, roll directly on the relevant FlexTable.  
  Skill checks focused on a particular subject take a -2 penalty.
  Particularly in the beginning of the adventure setting, the 
  party will not yet have heard anything about the Dark 
  Obelisks and/or the mining city of Mondaria.  However, 
  going explicitly to that FlexTable is a great way of 
  introducing these concepts to the party as they begin to make 
  their way around the Enclave.
  Default Rumors and Lore
  Use “FlexTable 30: Default Rumors, Tales, and Lore” on 
  page 107 as a starting point for general rumors and lore 
  discussed within the Druid Enclave.
  • 
    Use Context A: 
  As a Skill Check against one of the skills as described 
  above.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  FlexTable 30: Default Rumors, Tales, and Lore
  D%A
  D%B
  D%C
  D%D
  DC
  Rumor Type
  Reference
  -
  -
  -
  01-40
  -
  No Rumor
  No information is obtained.
  01-20
  01-40
  01-30
  41-60
  14
  Faction Rumor
  See “Faction Rumors and Lore”, p 108
  21-65
  41-70
  31-55
  61-80
  15
  NPC Rumor
  See “NPC Rumors and Lore”, p 111
  66-90
  71-90
  56-90
  81-93
  16
  Setting Rumor
  See “Setting Rumors and Lore”, p 114
  91-94
  91-94
  91-94
  94
  22
  Obelisk Rumor
  See “Obelisk Rumors and Lore”, p 115
  95-00
  95-00
  95-00
  95-00
  18
  Realm Lore
  See “Realm Rumors and Lore”, p 116
  
  108
  Introduction
  Faction Rumors & Lore
  “FlexTable 31: Faction-Based Rumors” contains rumors and 
  tales specific to the Factions in and around the city.
  • 
    Use Context A: 
  As a Skill Check against one of the skills as described 
  above.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  FlexTable 31: Faction-Based Rumors
  D%A
  D%B
  D%C
  D%D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-06
  01-02
  01-04
  31-33
  12
  A private society called the Scarlet 
  Dillweed secretly controls many 
  aspects of government and religion.
    Partially True.  The faction 
  is the Scarlet Path (p 78), 
  and its influence is not quite that 
  significant.
  07-12
  03-04
  05-08
  34-36
  16
  Armorers and blacksmiths all belong 
  to a secret guild, which fixes prices 
  and keeps supplies of adamantium and 
  similarly elite material controlled.
    Partially True.  The Order 
  Mechanique (p 82) does 
  indeed have many blacksmiths, 
  but they engage in none of the 
  collusion referred to.
  13-18
  05-06
  09-12
  37-39
  19
  A trade guild called Meatsmiths has 
  been hiring necromancers and other 
  wizards to concoct a meat substitute 
  that would be cheaper to produce than 
  animal-based meat.
    Partially True.  The 
  Meatsmiths (p 84) do dabble 
  in necromancy, but its intent 
  is far more sinister than a 
  vegetarian alternative.
  19-24
  07-08
  13-16
  40-42
  17
  There is a faction dedicated to 
  controlling alcoholic beverages in the 
  Realm, and preventing their theft and 
  abuse.
    False.  Though there is a 
  faction called Liquid Guardians 
  (p 86), its purpose is more 
  alchemical, not alcoholic.  
  25-30
  09-10
  17-20
  43-45
  15
  In the secret folds of society lie the 
  seeds of an uprising against all who 
  wield magic.
    True, though the doomsday 
  described will likely never occur 
  due to the lack of influence (and 
  membership!) of the Antimagic 
  Shell (p 88).
  31-36
  11-12
  21-24
  46-48
  17
  Those who worship coin above all other 
  matters would do well to seek out The 
  Platinum Standard, a financial guild 
  which seeks to enrich the already-
  wealthy members of society.
    Partially True.  Likely 
  this refers to the Platinum 
  Flag (p 90), but while their 
  membership does require 
  existing fiscal success to some 
  degree, their services and 
  guidance are available to all who 
  wish it… for a price.
  37-42
  13-14
  25-28
  49-51
  14
  Looking to book a bard?  Prices aren’t 
  as low as they should be, mostly 
  because a guild controls the contracts 
  of all who sing, dance, or play.
    Partially True.  The Katkalls 
  (p 92) would dearly love to 
  claim this level of influence, 
  but such power is beyond their 
  current means.
  43-48
  15-16
  29-32
  52-54
  12
  Many for whom security is a concern 
  turn to a group called Mace and Blade 
  for protection.  Traders, wealthy 
  citizens, and even governments have 
  availed themselves of their services.
    True.  The aims of the group 
  (p 94) go even farther beyond 
  these current abilities, however.
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  
  109
  Introduction
  D%A
  D%B
  D%C
  D%D
  DC
  Description
  Veracity
  49-54
  17-18
  33-36
  55-57
  14
  The city’s inner courtyard and 
  subterranean gardens flourish 
  regardless of weather conditions… but 
  this is due not to Fey-like involvement, 
  but the protection of a guardianship 
  faction called the Emerald Garden.
    False.  While the Emerald 
  Garden (p 96) does exist, and 
  would certainly be interested in 
  having a protectorate role in the 
  Druid Enclave, there is no actual 
  involvement or protection.
  55-60
  19-20
  37-40
  58-60
  10
  Tons of hired blades have made their 
  fortune on the roads of the Realm in 
  a group called the Wild Kingdom.  
  Sometimes, these mercenaries are even 
  hired to supplement armies!
    True.  This is almost exactly 
  the role of the Wild Kingdom (p 
  98).
  61-66
  21-21
  41-44
  61-63
  8
  They say that everyone—everyone—
  worth their salt in the city is aligned 
  with at least one of the many Factions 
  that wield influence in the region.
    Partially True.  Nearly all 
  named NPCs belong to at least 
  one Faction, but this is hardly 
  a rule, and some belong to no 
  faction whatsoever.
  67-68
  22-28
  45-48
  64-66
  8
  Guards in the Enclave will die to 
  protect even the lowliest citizen.
    Partially True.  All Enclave 
  Security (p 50) forces would 
  die to protect an Elder, but for 
  the average citizen, probably not 
  so much.
  69-70
  29-35
  49-52
  67-69
  14
  The thriving underworld and 
  black market of the Enclave have 
  representatives at every echelon 
  of power and influence throughout 
  society.
    Partially True.  Agents and 
  thugs of The Moss (p 54) are 
  common, but hardly ubiquitous, 
  and the level of involvement 
  described is on the level of a 
  conspiracy theory.
  71-72
  36-42
  53-56
  70-72
  12
  Those who would seek to use nature 
  as a weapon have formed a guild 
  dedicated to rebelling against civilized 
  society and overthrowing it in a return 
  to the chaos of the wild before man.
    Partially True.  This is 
  along the lines of what the 
  Thornpriests (p 57) have 
  in mind, though even the most 
  devout and committed member 
  would balk at the fullness 
  described.
  73-74
  43-49
  57-60
  73-75
  10
  Farmers stand strongly united, ready 
  to strike and prevent sustenance 
  from flowing to needy mouths if their 
  demands are unmet.
    True.  Rake and Sickle (p 
  60) will take this approach if 
  they feel forced to do so.
  75-76
  50-56
  61-64
  76-78
  9
  Hunting Games are held periodically 
  by a guild dedicated to hunting and 
  fishing.
    True.  These are hosted by 
  Arrow and Sinew (p 62).
  77-78
  57-63
  65-68
  79-81
  9
  Pelters congregate to compare notes, 
  set prices, trade, and combat the 
  growing problem of fabricated furs 
  from false creatures.
    True.  This describes the 
  Pelters (p 64).
  79-80
  64-70
  69-72
  82-84
  13
  A grove of Treants is under threat from 
  the Council, who wishes to destroy 
  the region in favor of an intentional, 
  orderly garden.
    True.  This is an introduction 
  to the Quest of the Treekeeepers 
  (p 66).
  81-82
  71-77
  73-76
  85-87
  12
  A group of Druids, Rangers, and like-
  minded individuals has formed to 
  interpret the will of the forest.  What 
  that will is, however, is anyone’s guess, 
  and often turns out to be self-serving 
  of the group.
    True.  This touches upon the 
  complex organization that is the 
  Leaf Whisperers (p 68).
  
  110
  Introduction
  D%A
  D%B
  D%C
  D%D
  DC
  Description
  Veracity
  83-84
  78-84
  77-80
  88-90
  8
  Many speak in hushed tones of rampant 
  abuse from one of the trainers in the 
  Enclave.  None is comfortable coming 
  forward with their full story, however.
    True.  The scenario described 
  forms the basis of a Quest in the 
  Faction of Enclave Trainers (p 
  71).
  85-86
  85-91
  81-84
  91-93
  10
  Guards for hire is a growing business 
  in the Enclave and its surrounding 
  region.  So much so, that there’s a guild 
  dedicated to that trade.
    True.  That’s the Stalwart 
  Society (p 74).
  87-93
  92-95
  85-92
  94-96
  8
  Daily life is difficult, dangerous, and 
  unrewarding for the hundreds who toil 
  endlessly in the bleak subterranean 
  chasms of Mondaria City’s mines.
    True.  This deftly 
  summarizes the mineworkers’ 
  struggle and the plight overall of 
  the Dwarven Union (p 44).
  94-99
  96-99
  93-99
  97-99
  9
  Mineworkers are oppressed regularly 
  by those in charge of the mining town.
    True.  This is an apt 
  description of the Elven 
  Administration (p 47) and its 
  methods.
  
  111
  Introduction
  NPC Rumors & Lore
  Named characters are the topic of these pieces of rumor, 
  collected in “FlexTable 32: NPC-Based Rumors”.
  • 
    Use Context A: 
  As a Skill Check against one of the skills as described 
  above.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  FlexTable 32: NPC-Based Rumors
  D%A
  D%B
  D%C
  D%D
  DC
  Description
  Veracity
  01-30
  -
  No Rumor
  No information is obtained.
  01-04
  01-07
  01
  31-36
  16
  Elder 
    Gallianne Estarch is secretly 
  in league with a hidden faction that 
  seeks to overthrow the Council.
    True.  This is part of the Quest 
  associated with the Elder (p 478).
  05-08
  08-14
  02
  37-42
  19
  Council Elder 
    Ashrem Ilydron longs 
  for battle, and would willingly join an 
  adventuring party for a time if there 
  was a tangential political need to do so.
    True.  Specifically, Ashrem could 
  join the party in an expedition to 
  Mondaria City (p 483).
  09-12
  15-21
  03
  43-48
  11
  Councilperson 
    Trotysse Airdarr 
  knows more about the mining town of 
  Mondaria than she lets on.
    True.  Trotysse was involved with 
  triggering the disaster (p 488).
  13-16
  22-28
  04
  49-54
  16
  Elder 
    Halabedarr sympathizes 
  heavily with the Elven Administration 
  against the Dwarven Mining Union, and 
  pushes for further oppression of the 
  latter by the former.
    True.  Though this is not a popular 
  perspective to share with the public, 
  so the Elder keeps it under wraps (p 
  493).
  17-20
  29-35
  05
  55-60
  16
    Siriquille, a Council Elder, used 
  to be a courier, and moonlights on 
  occasion in this profession still.
    True.  She has more work than she 
  can handle, in her lofty position: the 
  PCs may be able to help her manage the 
  work (p 498).
  21-24
  36-42
  06
  61-66
  17
  Nobody can claim to have ever heard 
  council member 
    Usborn Tossercobb 
  finish a sentence; he just goes on and 
  on and on endlessly!
    True.  This leads to one of the city’s 
  more interesting and flippant Quests (p 
  503).
  25-28
  43-49
  07
  67-72
  13
  Elder 
    Barksel Ferubrankcht 
  uses Wild Shape to transform into all 
  manner of wild beasts, and then romps 
  about in the Druid Forest outside of 
  town for long stretches of time.
    True.  This is a common behavior 
  for the Druid and his wild board 
  companion (p 508).
  29-31
  50-51
  08-11
  73-73
  12
  The town’s blacksmith relies upon ore 
  shipments from the mining town of 
  Mondaria.  He may know more about 
  the fate of that city.
    Partially True.  
    Groob holds a 
  little information, but is not as well-
  informed as perhaps this rumor would 
  suggest (p 513).
  32-34
  52-53
  12-15
  74-74
  13
    Imay Aldreban, the town healer, 
  spends a great deal of time hunting 
  outside of town.  Rumor is that 
  she’s always looking for a hunting 
  companion.
    True.  This segues into the Quest 
  associated with the healer (p 518).
  
  112
  Introduction
  D%A
  D%B
  D%C
  D%D
  DC
  Description
  Veracity
  35-37
  54-55
  16-19
  75-75
  10
    Allaha Gorrut, the city’s Sage, 
  used to be an actress.  They say much 
  of her services these days are mere 
  performance, rather than mysticism.
    Partially True.  Allaha is trained in 
  performance, but holds no shortage of 
  talent in true divination.  Her services 
  tend to marry the best components 
  of show and substance as a result (p 
  523).
  38-40
  56-57
  20-23
  76-76
  14
  Tailoring was not always 
    
  Forsythar’s profession; in his youth, 
  he slew wyverns aplenty as a dashing 
  adventurer!
    Partially True.  Forsythar did 
  adventure when younger, but slew 
  little larger than himself in his semi-
  competent time in so doing (p 528)!
  41-43
  58-59
  24-27
  77-77
  10
  Training with 
    Sannelle Goregut can 
  yield friendship and compensation, in 
  addition to skill, if you are sufficiently 
  talented.
    True.  This is described in more 
  detail in her profile starting on page 
  533.
  44-46
  60-61
  28-31
  78-78
  13
    Jaer, the Druid Trainer, is sought 
  after by acolytes of all skill level, 
  though he appears to spend more time 
  with comely applicants.
    True.  This scrapes the surface of 
  the depressing plot behind his Quest (p 
  538).
  47-49
  62-63
  32-35
  79-79
  12
  The Enclave’s Ranger Trainer, 
    
  Terjonne, spends much of his time 
  alone, wandering the Druid Forest 
  outside of town.
    True.  This is an accurate 
  description of Terjonne’s habits (p 
  543).
  50-52
  64-65
  36-39
  80-80
  14
  The city’s apotheacry, 
    Ulfgarre 
  Thorngage, is always in need of rare or 
  prized ingredients.
    True.  She’ll even pay well for 
  others to go out and obtain them (p 
  548).
  53-55
  66-67
  40-43
  81-81
  8
  As general store owners go, 
    Seddyn 
  takes pains to provide the rare and 
  unusual, though it’s rumored that he’s 
  more interested in collecting than in 
  selling.
    True.  Seddyn will not only pay 
  well for valuables, but will eventually 
  take a shine (and offer a discount) to 
  those with whom he is frequently able 
  to make a deal (p 552).
  56-58
  68-69
  44-47
  82-82
  16
    Plakk, the mercenary, is hoping to 
  retire soon, but has not yet amassed 
  sufficient wealth to make it a realistic 
  option.
    True.  This is a component of the 
  Quest associated with the mercenary, 
  starting on page 556.
  59-61
  70-71
  48-51
  83-83
  12
    Gaeryn is a mercenary who prefers 
  the company of trees and beasts to 
  an adventuring party.  A bit of an odd 
  combination!
    True, though the description 
  sounds far more sinister than the 
  reality (p 560)
  62-64
  72-73
  52-55
  84-84
  17
  They say that 
    Tultokka is the most 
  ruthless and battle-frenzied mercenary 
  the Enclave has to offer.
    True.  This is reflected in her 
  profile beginning on page 564.
  65-67
  74-75
  56-59
  85-85
  18
  Everyone, including the Council and 
  its guards, knows that 
    Wubafix is 
  the leader of the organized criminal 
  underground in the Enclave.  Nobody 
  will lift a finger to defeat him, however, 
  such is the strength of his power!
    Partially True.  Wubafix holds 
  great power, but not so great that it 
  could not be defeated.  The true reason 
  why none challenge his position is that 
  the city is better off with an organized, 
  as opposed to chaotic, form of criminal 
  underground (p 568).
  68-70
  76-77
  60-63
  86-86
  13
  Many would love to bring 
    Kerrithe 
  low, but nobody takes action against 
  her… she knows far too much about far 
  too many people!
    True.  This is part and parcel of 
  being the town’s Blackmail Leader (p 
  572).
  
  113
  Introduction
  D%A
  D%B
  D%C
  D%D
  DC
  Description
  Veracity
  71-73
  78-79
  64-67
  87-87
  10
  If one whispers the need in the proper 
  dark corner, an assassin is available 
  for hire.  Her talents are on sale to the 
  highest bidder, so those wishing her 
  services best pray their target offers her 
  less than they do!
    True.  
    Darrlie is often 
  contacted in this manner (p 576).
  74-76
  80-81
  68-71
  88-88
  18
    Rannos Rannthak yearns to exert 
  his noble influence to greater good.
    True.  This is part of Rannos’ 
  backstory, perspective, and the Quest 
  he presents to the party (p 580).
  77-79
  82-83
  72-75
  89-89
  15
    Anastrianna Liadon luxioriates in 
  the indulgence of her noble family, and 
  has never worked a real job a day in her 
  life.
    True.  The noblewoman does take 
  an entitled approach to her life (p 
  585).
  80-82
  84-85
  76-79
  90-90
  8
  Some have claimed that of the 
  multitude of dresses socialite 
    
  Meliannthe wears, she in truth has but 
  a handful, and has them continually 
  tailored to save money in fitting the 
  latest trends.
    True.  She would rather this 
  rumor die out and be silenced, but it is 
  accurate (p 590).
  83-85
  86-87
  80-83
  91-91
  17
    Phaelynne Helliar, the merchant 
  queen, will pay well for information 
  about the mining town of Mondaria.
    True.  She has a vested interest in 
  maintaining trade with the results of 
  that facility (p 595).
  86-88
  88-89
  84-87
  92-92
  14
  It was never in 
    Klasandrel 
  Sulidan’s plan to become the merchant 
  prince he is today… in fact, he is looking 
  to offload much of his day-to-day 
  negotiations to another enterprising 
  party.
    True.  He has little interest in 
  negotiations, and would gladly pay the 
  PCs to conduct them on his behalf (p 
  600).
  89-91
  90-91
  88-91
  93-93
  10
    Lia Ilphur has a strong will and a 
  dedicated purpose, and is hoping for 
  others to join her in cleaning up the ills 
  of the city.
    True.  The Lone Crusader is always 
  willing to partner with those who share 
  her force of will (p 605).
  92-95
  92-95
  92-95
  94-96
  12
    Wyrida is an influential half-elf 
  who acts as a special operative on 
  behalf of the Council.
    True.  This is a very concise 
  summary (p 615).
  96-99
  96-99
  96-99
  97-99
  16
    Clarida yearns to make something 
  of herself, and has been overheard to 
  claim that she will herself venture to 
  the mining city of Mondaria to seek 
  out what may have occurred there… no 
  matter what the danger that may lurk 
  there.
    True.  This desire may well lead 
  to her departure, and the party’s 
  opportunity to follow her (p 610).
  
  114
  Introduction
  Setting Rumors & Lore
  FlexTable 33: Setting Rumors
  D%A
  D%B
  D%C
  D%D
  DC
  Description
  Veracity
  01-10
  01-05
  01-08
  01-30
  -
  No Rumor
  No information is obtained.
  11-14
  06-09
  09-13
  31-32
  18
  The 
    Elven Administration of Mondaria 
  City imposes harsh punishments on those who 
  fail to meet their needs.
    True.
  15-19
  10-13
  14-17
  33-34
  8
  The 
    Elven Administration of the mines of 
  Mondaria is answerable only to the Council of 
  Elders in the Druid Enclave.
    True.
  26-27
  23-25
  27-30
  39-40
  12
  Were it not for the 
    Dwarven Union, worker 
  deaths in the mines of Mondaria would be a 
  hundred times what they are.
    Partially True.  While it’s 
  true that deaths have decreased 
  markedly, two orders of 
  magnitude is an exaggeration.
  28-29
  26-30
  31-33
  41
  19
  Eight months ago, there was a sealed message 
  from the Druid Enclave to the 
    Elven 
  Administration, ordering them to press down 
  and delve deeper into the Mines.
    True.
  31-32
  31-35
  34-37
  42
  20
  A copy of a letter to the Druid Enclave six 
  months ago confirmed the discovery of the 
  Obelisk, according to plan.
    Partially True.  A letter 
  confirming the discovery was 
  written and sent; however, even 
  the Council wasn’t entirely sure 
  what would be found down in 
  the depths.
  51-52
  59-60
  63-64
  53
  22
  The Druid Enclave knew, or strongly suspected, 
  that a force of evil would be discovered when 
  they ordered the expansion of the Mines down 
  several levels.
    True.
  53
  61
  65
  54
  8
  Nobody has heard from Mondaria City in six 
  months.  Usually, ore shipments and travelers 
  or visitors from the city and its mines arrive a 
  few times a week.
    True.
  54-70
  62-73
  66-90
  55-80
  12
  It’s mysterious how rapidly city guard can 
  navigate the city.  It’s almost as though they 
  have a hidden means of quickly getting from 
  one place to another.
    True.  This refers to the 
  hidden caches underneath each 
  guard tower, and the secret 
  passages that connect them all 
  underground.
  71-74
  74-84
  91-93
  81-90
  13
  Beneath the ground level of the Enclave lie 
  several underground levels that contain 
  residences, businesses, and caverns, both new 
  and old.
    True.
  75-80
  85-93
  94-95
  91-95
  16
  In deep places beneath the Enclave, anicent and 
  hidden fissures link the structure to horrible 
  secrets far beyond the realms of current 
  wisdom.  Thankfully, these caverns have been 
  closed off by blockages that cannot be opened.
    True.
  81-90
  94-96
  96-97
  96-98
  14
  In a huge underground chamber beneath the 
  Enclave sits a second, hidden Council chamber, 
  used for very sensitive or sinister purpose.
    True.
  91-00
  97-00
  98-00
  99-00
  16
  At the lowest levels of the Enclave, a sprawling 
  and beautiful garden is illuminated by magical 
  daylight and kept lush by mystical sustenance.
    True.
  
  115
  Introduction
  Truly, truly rare, there are some very faint snippets of 
  information about the Obelisk and the forces it represents 
  that remain in the minds and hearts of those who have 
  studied strenuously.  These are collected in “FlexTable 34: 
  Obelisk-Based Rumors”.
  • 
    Use Context A: 
  As a Skill Check against one of the skills as described 
  above.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC, is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Enclavefolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Obelisk Rumors & Lore
  FlexTable 34: Obelisk-Based Rumors
  D%A
  D%B
  D%C
  D%D
  DC
  Description
  Veracity
  01-40
  01-10
  01-20
  01-80
  -
  No Rumor
  No information is 
  obtained.
  41-53
  11-27
  21-35
  81-84
  18
  In ancient times, rituals and desperate magicks were 
  used to keep at bay vile forces from underneath the 
  very earth.
    True.
  54-66
  28-40
  36-50
  85-88
  20
  On the other side of the world we know live countless 
  hordes of the fallen, the vile, the dread, and the 
  horrid… all of whom resent we “bright folk” who 
  live in the light of the Sun, and seek to destroy us for 
  their pitiful plight in life.
    True.
  67-79
  41-60
  51-65
  89-92
  16
  The entire Realm is but one enormous dream, had in 
  the mind of a sleeping giant who dwells on an island, 
  floating amidst a sea of acid, in a far-flung world we 
  have never heard of.
    False.  Whoever came 
  up with this was likely 
  under the influence of… 
  something, when they had 
  the idea.
  80-90
  61-80
  66-85
  93-96
  19
  Sprinkled in forgotten locations throughout the 
  Realm are artifacts, powerful magics which each 
  contain a fragment of a power that might be used to 
  combat the greatest forces that might threaten the 
  world.
    True.
  91-00
  81-00
  86-00
  97-00
  20
  In olden times, a warrior, priestess, or king was 
  selected from among a random assortment of 
  applicants.  The selected person would become a 
  champion of the living, given special powers, and 
  equipped with ancient relics, that they might fight off 
  encroaching evil that threatened all.
    True.
  
  116
  Introduction
  No city is an island, and the Druid Enclave is no exception.  
  Some folk speak of events and locales far beyond the city 
  walls.  These may be found in “FlexTable 35: Realm-Based 
  Rumors”.
    These tales are hints of the world-building that has gone 
  into the Realm entire, and are mainly foreshadowing for 
  future publications in the mythos of Aquilae.
  • 
    Use Context A: 
  As a Skill Check against one of the skills as described 
  above.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Enclavefolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Realm Rumors & Lore
  FlexTable 35: Realm-Based Rumors
  D%A
  D%B
  D%C
  D%D
  DC
  Description
  Veracity
  01-40
  01-10
  01-20
  01-80
  -
  No Rumor
  No information is 
  obtained.
  41-48
  11-23
  21-32
  81-84
  18
  Far to the north of the Realm, there lies a mysterious 
  island, from which no one who has ventured has yet 
  returned alive.
    True.
  49-56
  24-32
  33-43
  85-90
  20
  A conclave of gods—the vengeful and tricksters—has 
  created a playground of the damned, a miniature realm 
  where the sinful and horrid may be punished, and have a 
  chance to atone for, their dark deeds.
    True.
  57-64
  33-45
  44-56
  91-92
  18
  Deep beneath the surface, far under the tallest mountains, 
  there dwell the remnants of ancient creatures who ruled 
  the Realm in times long past.
    True.
  65-72
  46-53
  57-66
  93-94
  18
  The system of Tribute that we know, that which funds 
  government, and empowers the gods to hear our prayers 
  and take helpful action on our behalf, is broken and 
  corrupt, serving only an elite few at the expense of the 
  many.
    True.
  73-80
  54-65
  67-76
  95-96
  17
  Despite the appearance of power in the hands of 
  government, rulers, and gods, the truth is that a small 
  handful of secret and ultra-powerful factions dictates their 
  whims to the massive preponderance of the population.
    False.  Mostly.  
  Kind of.  Depending 
  on how you look at 
  it…
  81-89
  66-80
  77-85
  97-98
  15
  Long-forgotten caches of dead buried en masse lie in 
  wait, charged with necrotic energy and longing to unleash 
  macabre vengeance on the land of the living.
    True.  
  90-00
  81-00
  86-00
  99-00
  22
  Far, far beneath the land we know and live upon, there 
  exists a sentient force not unlike a vampire, which 
  requires and feeds off of surface life to sustain itself.  Of 
  the many vagrants, unfortunates, and hermits who go 
  missing every year, some portion are in fact stolen from 
  the surface by this vampiric force.
    True.
  
  117
  Introduction
  Events & City Encounters
  
  118
  Introduction
  Events & City Encounters
  Random Encounters
  Generally speaking, aside from such “intentional” rolls as 
  described below, roll on “FlexTable 11: Berinncorte Random 
  Encounters” every 30 minutes the party spends on the 
  streets of Berinncorte.
  Application
  It’s recommended that the GM use common sense when 
  applying Random Encounters.  If the party is spending 
  their time hunting down quests, stocking up provisions, 
  speaking with townsfolk, and generally “staying busy”, then 
  perhaps random encounters should be kept to a minimum.  
  Conversely, if the group is wandering aimlessly and seems 
  to need a bit of “focusing”, then it might be time to whip out 
  your D% and see if you can’t spice things up a bit.
  • 
    Use Context A: 
  Use during daylight hours, if no other prerequisites 
  described below applies
  • 
    Use Context B: 
  Use during evening hours.
  • 
    Use Context C: 
  If the party is in the midst of a Quest or pursuit from 
  which you would prefer they not be distracted.
  • 
    Use Context D: 
  If the party is struggling to become engaged in Quests or 
  activities.
  FlexTable 36: Druid Enclave Random Encounters
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  01-40
  01-20
  01-60
  01-05
  -
  No Encounter
  41-42
  21-22
  -
  6-8
  DEE-1
  Bandit!  (p 122)
  43-44
  23-24
  61
  9-11
  DEE-2
  Elder Encounter: One of the Council Elders is en route between destinations, 
  and stops to speak with the PCs as they are notably new in town.  Randomize 
  which Elder(s) appear by rolling on “Random Elder Encounters”, below.  
  Note that if an 8 is rolled, all subsequent results appear together; this means 
  that up to all 7 Elders might be walking together!
  45-46
  25-26
  62
  12-14
  DEE-3
  Repairations: The PCs unintentionally scratch the armor of an 
    Elite 
  Guard in passing, who demands they take him to the blacksmith (p 513) at 
  once for a repair (which costs nearly nothing; its for show and face).
  47-48
  27-28
  63
  15-17
  DEE-4
  Good Samatitan: A grievously wounded Enclavefolk stumbles toward the PCs, 
  begging their help in escorting or carrying her to the Healer (p 518).  
  If they do so, 
    Imay Aldreban will give then a 30% discount on their first 
  purchased item or service.
  49-50
  29-30
  64
  18-20
  DEE-5
  Sage Advice: An Enclavefolk approaches the PCs with delight in their eyes.  
  They heartily and dreamily recommend the divination services of 
    Allaha 
  Gorrut (p 523), and will gladly describe or point out where her Sage shop is 
  located in the Enclave.
  Table 15: Random Elder Encounters
  D8
  Result
  Page
  1
  Gallianne Estrarch
  478
  2
  Ashrem Ilydron
  483
  3
  Trotysse Airdarr
  488
  4
  Halabedarr
  493
  5
  Siriquille
  498
  6
  Usborn Tossercobb
  503
  7
  Barksel Ferubrankcht
  508
  8
  Roll twice; both results are walking together
  -
  
  119
  Introduction
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  51-52
  31-32
  65
  21-23
  DEE-6
  Tailor-Made?:  Select the PC with the highest Charisma (randomize if a tie).  
  A passing Enclavefolk compliments their garb, and asks if they procured 
  their garments at 
    Forsythar’s (p 528) tailor shop.  They will gladly give 
  directions to the shop if the PCs inquire.
  53-54
  33-34
  66
  24-26
  DEE-7
  The Cut of Your Jib: If one or more PCs has one or more levels in a martial 
  class (e.g., fighter, barbarian), a passing 
    Elite Guard (p 656) asks 
  them notices their stance and equipment, and asks if they have compared 
  their skills to those of 
    Sannelle Goregut (p 533), the Enclave Weapons 
  Trainer.  They will point Sannelle out as happening to be across the way if the 
  PCs inquire.
  55-56
  35-36
  67
  27-29
  DEE-8
  Cruel Appraisal: Select the PC with the highest Charisma that hails from a 
  martial class.  A passing 
    Leafguard (p 692) eyes that PC up and down, 
  and suggests that they would be a perfect candidate for training with 
    Jaer 
  (p 538), the Enclave’s Druid Trainer.  It so happens that the Leafguard just 
  saw Jaer a few dozen yards away. 
  57-58
  37-38
  68
  30-32
  DEE-9
  Going My Way?: If one or more PCs has class levels of Ranger, 
    Terjonne 
  (p 543)approaches them to ask if they might wish to acompany her to the 
  Druid Forest.
  59-60
  39-40
  69
  33-35
  DEE-
  10
  A passing 
    Ingredient Harvester (p 689) asks the PCs to deliver a bundle 
  of ingredients to the city’s Herbalist, 
    Ulfgarre Thorngage (p 548).  
  They hand the party the bag (which appears to be a random assortment of 
  foraged herbs with no innate monetary value), point out the directions to the 
  Herbalist, and pay the PCs 5 gp in advance for their help.
  61-62
  41-42
  70
  36-38
  DEE-
  11
  Nice Cape, There: Select the most valuable piece of equipment worn by the 
  PCs to obvious note by an observer.  A passing 
    Fernguard (p 672) notices 
  this item, and approaches the PCs, complimenting the weapon, armor, etc. and 
  suggesting that if they ever wanted to part with it, the town’s Provisioner, 
    
  Seddyn (p 552), will give them top dollar and perhaps other favor for it.
  63-64
  43-44
  71
  39-41
  DEE-
  12
  If You’re In the Market: A passing 
    Scout (p 718) marks the party as an 
  obvious group of adventurers, and approaches the PCs, suggesting that if they 
  need accompaniment or bolstering in their ranks to pursue a great adventure, 
  there is no shortage of mercenaries ready to hire in town.  She mentions 
    
  Plakk (p 556) specifically.
  65-66
  45-46
  72
  42-43
  DEE-
  13
  As If You’re In the Market, above, but 
    Gaeryn (p 560) is mentioned 
  instead.
  67-68
  47-48
  73
  44-45
  DEE-
  14
  As If You’re In the Market, above, but 
    Tultokka (p 564) and her battle 
  prowess is mentioned instead.
  69-70
  49-50
  74
  46-47
  DEE-
  15
  False Report: Select the PC with the most levels of Rogue (or similar class 
  of potential illegal purpose).  An 
    Informant (p 686) approaches them 
  and starts to make what seems to be a report on illegal observations and/
  or thievery they have undertaken recently, only to stop halfway through and 
  apologize, having mistaken that PC for a ranking member of the criminal 
  underground led by 
    Wubafix (p 568).  If pressed for more information, 
  the Informant will clam up, suddenly very wary, but will lead the party to an 
  audience with Wubafix if they wish.
  71-72
  51-52
  75
  48-49
  DEE-
  16
  Whisper Down the Lane: A 
    Black Market Guard (p 630) approaches 
  the party, having overheard them exchange a Rumor with someone else.  She 
  suggests that her mistress may wish to hear whatever information the party 
  might come by, and might make them one of her Horde of Whisperers.  The 
  Guard will point out where the party can kind 
    Kerrithe (p 572) if asked.
  73-74
  53-54
  76
  50-51
  DEE-
  17
  Getting the Job Done: 
    Darrlie (p 576) the assassin executes a contract 
  and slays an 
    Enclave Longstrider (p 662) right in front of the party.  
  Darrlie escapes rapidly before the party can defend or save the Longstrider.
  
  120
  Introduction
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  75-76
  55-56
  77
  52-53
  DEE-
  18
  Can’t Do it On My Own: A 
    Thief (p 727) flees in front of the PCs.  After 
  her chases 
    Rannos Rannthak (p 580), who eventually gives up the 
  chase.  If the PCs ask what occurred, Rannos will engage in conversation as to 
  the plight of the city; this incident will trigger the Quest he is associated with.
  77
  57-58
  78
  54-55
  DEE-
  19
  My Mistress Inquires: Select the PC with the highest Intelligence (randomize 
  a tie).  A 
    Bladedancer (p 633) approaches that PC and suggests that his 
  mistress, 
    Anastrianna Liadon (p 585), may wish to speak with that PC 
  about how they might help her.  The Bladedancer will gladly escort the party 
  to Anastrianna’s residence to learn more.
  78
  59-60
  79
  56-57
  DEE-
  20
  Where’d You Get That?: Select the PC with the most expensive garments; 
  this may include armor, but should focus on cloth-based items (cloaks and 
  magical items can be included in this assessment).  A 
    Farsight Guard (p 
  669) approaches the party, and asks that PC where they got the garment.  
  When told, no matter what the item’s origin, the Guard will look disappointed, 
  having hoped for a more mundane or achievable source.  If pressed, he will 
  admit to asking on behalf of 
    Meliannthe (p 590), a socialite who is 
  always on the lookout for new fashion trends.
  79
  61-62
  80
  58-59
  DEE-
  21
  Have You Heard...?: A 
    Gladebringer (p 680) approaches the party, 
  asking if they’ve yet seen any shipments of ore or visitors from the mining 
  town of Mondaria.  When pressed, the Gladebringer will admit to asking on 
  behalf of an interested party—
    Phaelynne Helliar (p 595), the merchant 
  queen, whose residence she will take the party to if they are interested in 
  helping serve her interests for mututal benefit.
  80
  63-64
  81
  60-61
  DEE-
  22
  Speak On My Behalf: Select the PC with the highest total skill bonus to 
    
  Diplomacy (or related skill, if this does not apply).  A 
    Forest Worshipper 
  (p 680) will approach that PC, asking if they would be interested in helping 
  a merchant prince with negotiations.  He will lead the party to 
    Klasandrel 
  Sulidan (p 600). 
  81
  65-66
  82
  62-63
  DEE-
  23
  Join Me in My Quest: A 
    Shadesmith (p 721) approaches the party on 
  behalf of 
    Lia Ilphur (p 605).  Lia has gained wind of the party’s exploits, 
  and asks their help in returning the city to a state of truer order.  If they 
  agree, the Shadesmith will escort the PCs to his master.
  82
  67-68
  83
  64-65
  DEE-
  24
  Grain Passing Through: A 
    Farmer (p 667) happens by the party, 
  bearing a rake and sacks of grain.  If engaged in conversation, he will extoll 
  the virtues of the 
    Rake & Sickle (p 60) faction, and the importance of 
  farmers to the city.
  83
  69-70
  84
  66-67
  DEE-
  25
  Taxing Delay: A 
    Merchant Guard (p 703) approaches the PCs, and 
  inquires as to whether they have any imports that have not yet been taxed 
  and collected by the Enclave.  They apologize pretty quickly once they realize 
  they’ve confused the party with someone else, but they’re only too happy to 
  describe their role in the 
    Adamantium Trail (p 100) guild.
  84
  71-72
  85
  68-69
  DEE-
  26
  A group of three 
    Vinestalkers (p 731) sulks near the party toward the 
  corner of a nearby building.  If approached, they will attack the party if it 
  consists of 1 or more PCs with Arcane class levels; otherwise, they will bend 
  the party’s ear talking about the value of the 
    Antimagic Shell (p 88) 
  faction and the work they struggle to enact.
  85
  73-74
  86
  70-71
  DEE-
  25
  Four elves from the 
    Elven Administration (two 
    Fernguard (p 672) 
  and two 
    Bladerangers (p 636)) walk past.  If the party contains at least 
  one dwarven PC, they approach him and ask in a rude, condescending voice if 
  s/he knows anything of the Mondarian mines.  When it’s pointed out that they 
  don’t have the faintest clue what’s going on, the elves shrug, admit they were 
  looking for someone else, but comment that “all you runts look alike”.
  
  121
  Introduction
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  86
  75-76
  87
  72-73
  DEE-
  28
  A 
    Forest Worshipper (p 677) of the 
    Emerald Garden (p 96) 
  approaches the PCs sternly, and reprimands them from trodding upon a 
  valuable leaf on their way into the city.  Whether the PCs took the road 
  itself or sauntered around the entryway garden makes no difference.  The 
  Worshipper seeks no payment or bribe, but instead requests that the party 
  pledge to plant some trees and step lightly on their way about the forest from 
  now on.
  87
  77-78
  88
  74-75
  DEE-
  25
  A 
    Rivermaiden (p 707) and 
    Bladedancer (p 633) pass the PCs, 
  dancing elaborately.  If stopped they will credit the 
    Katkalls (p 92) for 
  furthering their career, and ask that the party put in a good word for them 
  with the Council.
  88
  79-80
  89
  76-77
  DEE-
  30
  Two 
    Leafguard (p 692), a 
    Leafsinger (p 698), and a 
    
  Leafpreacher (p 695) happen by ahead of the party.  They stop the PCs 
  and inquire as to whether they have yet had audience with the Council of 
  Elders.  If the PCs have, the 
    Leaf Whisperers (p 68) grill them on what 
  transpired, and how they may have represented the interests of an external 
  influence, as the party is unknown to them.  If the PCs have not yet met with 
  the Council or its members, the Leaf Whisperers will advise to keep their 
  demands limited, and to not interfere with the domain of their faction.
  89
  81-82
  90
  78-79
  DEE-
  25
  Two 
    Rootmaids (p 710) and a 
    Synthesist (p 724) walk past the 
  PCs.  If the party contains any PCs with levels in an Arcane class that uses 
  material components, they will sense this and approach the party, introducing 
  themselves as representing the 
    Liquid Guardians (p 86) and advising 
  that the Druid Forest surrounding the Enclave hosts some of the most exotic 
  material components they could wish for.
  90
  83-84
  91
  80-81
  DEE-
  32
  Two 
    Oakguards (p 705) and an 
    Earthwalker (p 651) shamble past 
  the party.  They will speak of the 
    Mace and Blade (p 94) faction but are 
  otherwise uninterested in the PCs.
  91
  85-86
  92
  82-83
  DEE-
  25
  Three 
    Farsight Guard (p 669) escort a 
    Longsight Crone (p 701) 
  through the passageways ahead of the party.  If the PCs wish they may ask 
  the group of the 
    Ever-Present Oculus (p 104).  If the party includes 
  any PC capable of casting a Divination spell, the Crone will intuit this, and 
  approach the party to brief them of the Oculus, and to seek their devotion and 
  membership.
  92
  87-88
  93
  84-85
  DEE-
  34
  Four 
    Farmers (p 667) draw a handcart behind them laden with wheat 
  and bags of rice.  They will speak of their membership in the important 
    
  Rake and Sickle (p 60) faction if approached.
  93
  89-90
  94
  86-87
  DEE-
  25
  A lone 
    Weevil Crusader (p 733) walks past, and eyes the PCs warily.  If 
  approached, he will hem and haw about his purpose, but eventually admit to 
  being part of the 
    Scarlet Path (p 78).  In conspirational tones, he will 
  whipser of the faction and its purpose, presenting the facade of secrecy while 
  being quite obviously thrilled to speak of his membership in so important a 
  faction.
  94
  91-92
  95
  88-89
  DEE-
  36
  A 
    Scout (p 718) walks quickly past the party with a package tucked 
  under one arm.  She’s on the way to make a delivery on behalf of the 
    
  Squirrelheel Couriers (p 102), and will briefly acquaint the party with an 
  overivew of the faction before making her apologies.
  95
  93-94
  96
  90-91
  DEE-
  37
  Five 
    Black Market Guards (p 630) walk past ominously.  They will not 
  stop to chat, and if pressed repeatedly to do so, will fight the PCs.  If followed, 
  they will lead the party to an encounter with 
    Wubafix (p 568).
  
  122
  Introduction
  DEE-1: Bandit!
    Quest: Bandit!
    Summary: A party member is robbed.
    Rewards: Up to 
    1 Reward Star.
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  A 
    Thief (p 727) sneaks up on one of the PCs (randomly 
  determine which) and steals a small amount of gold (
    
  2d10).  
  Make a 
    DC 12 Perception check for the affected PC to 
  notice; you may allow a DC 15 check for other party members 
  if this initial check is failed.
    If the party (or just the affected PC) gives chase, they 
  confront the thief in one of the town’s many alleys (the 
  associated Militia Guard Post (p <?>) is conveniently 
  unoccupied for these purposes).
    If a single PC confronts the thief, she will fight back; 
  if confronted by the party entire, she will try to give 
  the gold back and talk her way out of it.  Any talking 
  confrontation with the thief takes the form of a 
    
  Diplomacy or Intimidate check, opposed by the thief’s 
  Diplomacy check.  Success means the thief allows herself 
  to be taken in; failure means the thief attacks the party
   
  The GM is encouraged to reward the party with 
    1 
  Reward Star (and the pilfered gold) whether they fight 
  or talk, so long as it is in keeping with their alignments 
  and characters.
    If the entire party fails their Perception checks to 
  kick this quest off, it is canceled.  At some later point—
  perhaps when they are attempting to buy provisions—the 
  affected PC realizes they are short some coin inexplicably.
  Finally, if the PCs catch the thief, there is a Catalyst Impact, 
  as follows:
  This Quest ends if the party doesn’t notice the theft in the 
  first place, if they find and deal with the thief, or if they 
  ignore the theft and continue on their way.
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  96
  95-96
  97
  92-93
  DEE-
  38
  The party happens upon a gathering of representatives of the 
    
  Thornpriests (p 57): one each of an 
    Ashleaf Serrator (p 624), a 
    
  Cataclyst (p 645), a 
    Changemaiden (p 648), a 
    Gladebringer (p 
  680), a 
    Grassblade Dancer (p 683), a 
    Rotbringer (p 712), a 
    
  Shadesmith (p 721), and a 
    Torrent Mage (p 729).  They are en route 
  to a Thornpriests meeting, and although they will gladly tell of the faction to 
  interested parties, they will brook no accompaniment to their gathering, and 
  will fight the PCs if they make it clear that they are stalking or following the 
  group.
  97
  97
  98
  94-95
  DEE-
  39
  The party sees 1d4+1 members of the 
    Thornrpriests (p 57); randomly 
  determine each member who is present (you may end up with multiple 
  members of the same type).  If the party is not on good terms with the faction, 
  the group will attack the PCs.  Two rounds after combat begins, another 
  1d4 Thornpriest members (each determined randomly in the same manner) 
  appear as reinforcements.
  98
  98
  99
  96-97
  DEE-
  40
  1d4 Treekeepers—a mixture of 
    Barkbringers (p 626), 
    Barkguard 
  (p 628), 
    Branchwalkers (p 642), and 
    Blightbringers (p 639)—
  approach the PCs.  Randomly determine the nature of each one; you may 
  end up with multiple instances of the same type of Treekeeper.  If the party 
  contains at least one PC with levels of Druid, they will entreat the party to 
  help them, triggering the 
    Treekeepers Quest (p 66).  If the party lacks 
  any Druids, the Treekeepers will simply bend the party’s ear as to the nature 
  and importance of their faction.
  99
  99
  -
  98-99
  DEE-
  41
  Two 
    Sapthrivers (p 715) wander by; they briefly look at the party 
  skeptically.  If the party contains at least one PC with levels of Fighter or 
  Barbarian, they will approach the party and ask if these PCs may have been a 
  part of the 
    Wild Kingdom (p 98) in prior years; they seem familiar.
  
  123
  Introduction
  Druid Enclave: 
  Side Projection Overview
  
  124
  Ground Level
  Map 1: Druid Enclave Side Projection, Overview
  
  125
  Ground Level
  Druid Enclave: 
  Ground Floor
  
  126
  Ground Level
  Map 2: Druid Enclave Side Projection, Ground Level
  
  127
  Ground Level
  Map 3: Druid Enclave Ground Floor Overview (DE-GL-O)
  One square equals 20 ft.
  
  128
  Ground Level
  Level Introduction: Druid Enclave Ground Level
  Summary
  The Ground Level is the “main” level of the functioning 
  society that is the Druid Enclave.  It is also the only level of 
  the entity that most visitors ever encounter.
  The ground level forms the guts of the city.  Nearly all 
  businesses, most residences, and the political seat of power 
  all reside here.
  It is also a structure organized around defense: guardposts 
  are here in abundance, dotting the perimeter of the Enclave.
  Entrances and Exits
  Note that the following are typical, even secret, means of 
  entering and exiting the level as it was designed.
  Other, magical means of navigating the level (for example, 
  teleportation spells, transmute stone to mud or similar spells 
  that affect barriers, or those that grant incorporeality) are 
  not discussed and are left to the GM to manage should they 
  be introduced.
  Entry
    The PCs may only enter this region from the north, via 
  the road that approaches the Enclave through the Druid 
  Forest.  
  Exits to Underground Level 1
    Several guardposts have basement caches underneath, 
  accessible via staircase or trapdoor: Locations 1, 2, 3, 4, 
  5, 6, and 9.  
   
  All of these exits are secret; only Enclave Security is 
  aware of their presence.
    Location 12 is the main, public and obvious elevator.
  Exits to Druid Enclave, Second Floor
    Several guardposts have second floors accessible via 
  staircase: 1, 2, 3, 4, 5, 6, 8, and 9.  
  Overview
  This is the most natural environment for the PCs to 
  encounter Dramatis Personae in all of their forms.  
  Parties interested in free-wheeling, sandbox-style 
  exploration will find several gaming sessions’ worth of 
  content here.  Those who need a bit more guidance can be 
  introduced to more of the political intrigue and side-quest 
  possibilities merely by dropping an NPC or two in their path 
  and seeing where the subsequent interaction takes them.
  If the PCs do not discover the underground trapdoors 
  beneath the guardposts on their own, they should be 
  encouraged to explore the underground levels by taking the 
  main elevator down in Location 12.
  Atmosphere & Theme
  The Enclave is a bustling community, day and night.  
  Visitors are common, though the natural environment of 
  the surrounding area and the threats that dwell therein 
  discourage sightseers or tourists.  Most come on official 
  business in one capacity or another, or seeking fortunes as 
  mercenaries, traders, or peddlers.
  Despite its busy population, it tends to be quiet, serene, and 
  tranquil; it’s easy to temporarily forget that one is within the 
  well-guarded confines of a city.
  Mechanically, this environment grants a +3 circumstance 
  bonus to 
    Perception checks that are noise-related (e.g., 
  noticing the presence of others walking).  This effect applies 
  only to the Ground Level of the Enclave.
  Default Random Encounters
  Some Areas of Interest within this level will describe 
  a certain approach to Random Encounters, either by 
  overriding the timing (e.g., “every 30 minutes), and/or by 
  providing its own localized version of the random encounter 
  table below.
  Absent such an override, roll on the following table of 
  Default Random Encounters for every 10 minutes the party 
  remains in this area.
  Table 16: Enclave Ground Level Default Random Encounters
  D%
  Event
  Description
  01-30
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  31-60
  Random City 
  Encounter
  Roll once on “FlexTable 36: Druid 
  Enclave Random Encounters” on 
  page 118.
  61-00
  NPC 
  Encounter
  Roll once on the Default NPC 
  Encounter Table below.
  Default NPC Encounters
  Some Areas of Interest within this level will describe a 
  certain approach to NPC Encounters, providing its own 
  localized version of the table below.
  Absent such an override, when in this level, when directed to 
  roll for a random NPC, roll on the following table.  
    Note that if a certain circumstance mandates the 
  presence of an NPC, you may ignore and reroll results of 
  “No Encounter” on the table below. 
   
  The GM is, as in all other aspects of the adventure, to 
  use her common sense regarding use of this table.  You 
  should feel free to ignore or reroll results with which you 
  don’t agree, or simply choose a result yourself to keep 
  with the atmosphere of the adventure as experienced by 
  
  129
  Ground Level
  your gaming group. 
   
  Note, also, that any entry in the list below that has a 
  blank (“-”) next to it for roll results means that that NPC 
  is never normally encountered in this level.
  Table 17: Default NPC Encounter: Ground Level
  Suggested Population: 
    2d4 rolls
  D%
  Key NPC
  Profession
  Page
  01
  Gallianne 
  Estrarch
  Council 
  Elder
  478
  02
  Ashrem Ilydron
  Council 
  Elder
  483
  03
  Trotysse Airdarr Council 
  Elder
  488
  04
  Halabedarr
  Council 
  Elder
  493
  05
  Siriquille
  Council 
  Elder
  498
  06
  Usborn 
  Tossercobb
  Council 
  Elder
  503
  07
  Barksel 
  Ferubrankcht
  Council 
  Elder
  508
  08-11
  Groob
  Blacksmith
  513
  12-16
  Imay Aldreban
  Healer
  518
  17-20
  Allaha Gorrut
  Sage
  523
  21-24
  Forsythar
  Tailor
  528
  25-28 Sannelle 
  Goregut
  Weapons 
  Trainer
  533
  29-32 Jaer
  Druid 
  Trainer
  538
  33-36
  Terjonne
  Ranger 
  Trainer
  543
  37-40 Ulfgarre 
  Thorngage
  Herbalist/
  Apothecary
  548
  41-44
  Seddyn
  Provisioner
  552
  45-48 Plakk
  Mercenary
  556
  49-52 Gaeryn
  Mercenary
  560
  53-56
  Tultokka
  Mercenary
  564
  57-61
  Wubafix
  Black 
  Market 
  Leader
  568
  62-65 Kerrithe
  Blackmail 
  Leader
  572
  66-69 Darrlie
  Assassin
  576
  70-73
  Rannos 
  Rannthak
  Noble
  580
  D%
  Key NPC
  Profession
  Page
  74-77
  Anastrianna 
  Liadon
  Noble
  585
  78-81
  Meliannthe
  Socialite
  590
  82-85 Phaelynne 
  Helliar
  Merchant 
  Queen
  595
  86-89 Klasandrel 
  Sulidan
  Merchant 
  Prince
  600
  90-93 Lia Ilphur
  Lone 
  Crusader
  605
  94-97 Wyrida
  Special 
  Operative 
  of the 
  Council
  615
  98-
  00
  Clarida
  Wyrida’s 
  younger 
  sister
  610
  Areas of Interest
  DE-GL-O-1: Guardpost Northwest
  Please refer to page 134 for more information about this 
  building.
  DE-GL-O-2: Guardpost Northeast
  A detailed description of this region commences on page 
  136.
  DE-GL-O-3: Guardpost West
  Page 138 begins a depiction of this area.
  DE-GL-O-4: Guardpost Southwest
  Please turn to page 140 for more description.
  DE-GL-O-5: Guardpost East
  A thorough description of this region begins on page 142.
  DE-GL-O-6: Guardpost Southeast
  Refer to page 144 for a detailed description.
  DE-GL-O-7: Gatehouse
  Please go to page 146 for more information.
  DE-GL-O-8: Gatehouse Complex West
  A description of this region commences on page 148.
  DE-GL-O-9: Gatehouse Complex East
  Please turn to page 151 for more information.
  DE-GL-O-10: Garrison Northwest
  Page 156 begins a thorough description of this region.
  
  130
  Ground Level
  DE-GL-O-11: Garrison Northeast
  This complex can be found described starting on page 170.
  DE-GL-O-12: Elevator Complex
  Please refer to page 182 for more information about this 
  area.
  DE-GL-O-13: Blacksmith
  This zone can be found described in detail starting on page 
  185.
  DE-GL-O-14: Elevator Guardpost
  Please turn to page 188 for more details about this area.
  DE-GL-O-15: Herbalist / Apothecary
  This zone is described starting on page 190.
  DE-GL-O-16: Elder Residence: Barksel 
  Ferubrankcht
  Please refer to page 193 for more details.
  DE-GL-O-17: Elder Residence: Usborn 
  Tossercobb
  Page 196 contains more information on this area.
  DE-GL-O-18: Sage
  Please turn to page 198 for more details on this area.
  DE-GL-O-19: Elder Residence: Trotysse 
  Airdarr
  Refer to page 201 for more details.
  DE-GL-O-20: Tailor
  Turn to page 203 for more information.
  DE-GL-O-21: Forest Temple
  This area is described in more detail starting on page 211.
  DE-GL-O-22: Elder Residence: Gallainne 
  Estarch
  Please refer to page 208 for more details.
  DE-GL-O-23: General Store
  This building is depicted in more detail starting on page 
  205.
  DE-GL-O-24: Healer
  Page 214 contains more description.
  DE-GL-O-25: Cathedral of the Hardened 
  Trunk
  Please turn to page 216 for more information.
  DE-GL-O-26: Council Chambers
  Refer to page 218 for the complete description of these 
  chambers.
  DE-GL-O-27: Elder Residence: Ashrem 
  Ilydron
  Page 237 begins a thorough description of this building.
  DE-GL-O-28: Elder Residence: Siriquille
  Please turn to page 239 for more information.
  DE-GL-O-29: Elder Residence: 
  Halabedarr
  Page 241 contains further details.
  DE-GL-O-30: Entry Gardens West
  Please refer to page 243 for more information.
  DE-GL-O-31: Entry Gardens East
  Turn to page 245 for more details.
  DE-GL-O-32: Entryway
  All visitors to the Enclave pass through this region, which is 
  in clear line of sight to the 
  
  131
  Ground Level
  Map 4: Ground Floor, Interior West Overview (DE-GL-IW-O)
  One square equals 20 ft.
  
  132
  Ground Level
  Map 5: Ground Floor, Interior East Overview (DE-GL-IE-O)
  One square equals 20 ft.
  
  133
  Ground Level
  Map 6: Ground Floor, Interior Center Overview (DE-GL-IC-O)
  One square equals 20 ft.
  
  134
  Ground Level
  Map 7: Guardpost Northwest (DE-GL-GNW)
  One square equals 5 ft.
  
  135
  Ground Level
  DE-GL-GNW: Guardpost Northwest
  Overview
  This guardpost serves as a means of ascending to the second 
  level, which overlooks much of the main and only entrance 
  to the Enclave.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    60% chance that 
    2d4-
  1 Enclave Guard (p 659) and 
    1d4-1 (minimum 0) 
  Enclave Elite Guard (p 656) will be present here, mulling 
  about and eating or playing cards.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-GL-GNW-1: Entrance
    Massive steel double doors bar your entry here.  There 
  is no dust to be found; it’s clear that these are used 
  frequently.
  DE-GL-GNW-2: Cask Supplies
    In the southwest corner is a circular table and a chair.  
  To their east is a stack of casks, a ptoted plant, an empty 
  urn, and a trio of cloth sacks.
  Access
  Contents
  Crate
  Container: Barrel 
  or Crate
  Alcohol: General, use 
  Context B
  Access
  Contents
  Bags
  (unprotected)
  Simple Foodstuffs
  DE-GL-GNW-3: Weapons Cache
    Scattered across a duo of tables is an array of weaponry 
  bearing the colors and sigil of the Enclave.  
  Access
  Contents
  Tables
  (unprotected)
  Weapons: Marial 1H and 
  Weapons: Martial Ranged
  Sacks
  (unprotected)
  Rations & Prepared Food
  DE-GL-GNW-4: Firepit & Strongbox
    A recently-used firepit sits here, ringed with shoddy 
  stools.  In the northeast corner next to a potted plant is a 
  strongbox.
  Access
  Contents
  Strongbox
  Locks: Chest, 
  Strongbox
  Coin Treasure: 
  Moderate; use Context 
  D and
  Weapons: Martial 1H
  DE-GL-GNW-5: Basement Trapdoor
  Read the following only if the secret is discovered.
    Beneath the water cask there is a section of stone floor 
  different from its surroundings.  You notice a thin gap 
  between a square portion of the floor and the rest of 
  the floor.  Prying with a dagger, you are able to prise 
  the stone up, revealing a trapdoor to the underground 
  beneath.
  Access
  Secret 
  Trapdoor
  Locks: Door, Secret; use Context C
  DE-GL-GNW-6: Staircase Up
  This leads to “Map 60: Guardpost Northwest (DE-SL-GNW)” 
  on page 252.
  
  136
  Ground Level
  Map 8: Guardpost Northeast (DE-GL-GNE)
  One square equals 5 ft.
  
  137
  Ground Level
  DE-GL-GNE: Guardpost Northeast
  Overview
  This guardpost serves as a means of ascending to the second 
  level, which overlooks much of the main and only entrance 
  to the Enclave.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    60% chance that 
    2d4-
  1 Enclave Guard (p 659) and 
    1d4-1 (minimum 0) 
  Enclave Elite Guard (p 656) will be present here, mulling 
  about and eating or playing cards.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-GL-GNE-1: Entrance
    Massive steel double doors bar your entry here.  There 
  is no dust to be found; it’s clear that these are used 
  frequently.
  DE-GL-GNE-2: Basement Trapdoor
  Read the following only if the secret is discovered.
    Beneath the plant pots, there is a section of stone floor 
  different from its surroundings.  You notice a thin gap 
  between a square portion of the floor and the rest of 
  the floor.  Prying with a dagger, you are able to prise 
  the stone up, revealing a trapdoor to the underground 
  beneath.
  Access
  Secret 
  Trapdoor
  Locks: Door, Secret; use Context C
  DE-GL-GNE-3: Weapons Cache South
    Scattered across a long table is an array of weaponry 
  bearing the colors and sigil of the Enclave.  
  Access
  Contents
  Table
  (unprotected)
  Weapons: Marial 2H and 
  Weapons: Martial Ranged
  DE-GL-GNE-4: Weapons Cache North
    Scattered across a long table is an array of weaponry 
  bearing the colors and sigil of the Enclave.  
  Access
  Contents
  Table
  (unprotected)
  Weapons: Marial 2H and 
  Weapons: Martial 1H and
  Weapons: Martial Ranged
  DE-GL-GNE-5: Strongbox & Crate
    A chest sits atop a sturdy crate here.
  Access
  Contents
  Strongbox
  Locks: Chest, 
  Strongbox
  Coin Treasure: 
  Moderate; using 
  Context D and
  Weapons: Martial 1H, 
  using Context B
  Crate
  Container: Barrel 
  or Crate
  Rations & Prepared 
  Food, size Medium, 
  using Context D
  DE-GL-GNE-6: Staircase Up
  This leads to “Map 61: Guardpost Northeast (DE-SL-GNE)” 
  on page 254.
  DE-GL-GNE-7: Firepit
    A dank privy sits next to a well-used firepit, ringed with 
  stools.
  
  138
  Ground Level
  Map 9: Guardpost West (DE-GL-GW)
  One square equals 5 ft.
  
  139
  Ground Level
  DE-GL-GW: Guardpost West
  Overview
  This guardpost serves as a means of ascending to its second 
  story, which overlooks much of the western interior of the 
  Enclave.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    60% chance that 
    2d4-
  1 Enclave Guard (p 659) and 
    1d4-1 (minimum 0) 
  Enclave Elite Guard (p 656) will be present here, mulling 
  about and eating or playing cards.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-GL-GW-1: Entrance
    A massive steel door bars your entry here.  There is no 
  dust to be found; it’s clear that this entrance is used 
  frequently.
  DE-GL-GW-2: Cask Stash
    In the southeast corner of the room sits a circular table 
  ringed with chairs.  To its west are two stacks of barrels.
  Access
  Contents
  Casks (6x)
  Container: Barrel 
  or Crate
  Alcohol: General, using 
  Context D
  DE-GL-GW-3: Crate Cache
    The entire northeast corner of the room is taken up by an 
  array of tables, crates, and bags.
  Access
  Contents
  Strongbox
  Locks: Chest, 
  Strongbox
  Coin Treasure: Moderate; 
  using Context B and
  Weapons: Martial 1H, using 
  Context C
  Crates 
  (2x)
  Container: 
  Barrel or 
  Crate
  Rations & Prepared Food, 
  size Medium, using Context 
  D
  Table
  (unprotected)
  Weapons: Martial 1H and
  Weapons: Martial Ranged
  Sacks (6x)
  (unprotected)
  Simple Foodstuffs
  DE-GL-GW-4: Basement Trapdoor
  Read the following only if the secret is discovered.
    Beneath the sacks of food, there is a section of stone 
  floor different from its surroundings.  You notice a thin 
  gap between a square portion of the floor and the rest 
  of the floor.  Prying with a dagger, you are able to prise 
  the stone up, revealing a trapdoor to the underground 
  beneath.
  Access
  Secret 
  Trapdoor
  Locks: Door, Secret; use Context C
  DE-GL-GW-5: Secret Entrance North
  Read the following only if the secret is discovered.
    Along the stone wall is a crevice that appears to extend 
  in a rectangle about a hidden aperture.
  Access
  Secret Door
  Locks: Door, Secret
  DE-GL-GW-6: Staircase Up
  This leads to “Map 62: Guardpost West (DE-SL-GW)” on page 
  256.
  
  140
  Ground Level
  Map 10: Guardpost Southwest (DE-GL-GSW)
  One square equals 5 ft.
  
  141
  Ground Level
  DE-DL-GSW: Guardpost Southwest
  Overview
  This guardpost serves as a means of ascending to its second 
  story, which overlooks much of the western interior of the 
  Enclave.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    60% chance that 
    2d4-
  1 Enclave Guard (p 659) and 
    1d4-1 (minimum 0) 
  Enclave Elite Guard (p 656) will be present here, mulling 
  about and eating or playing cards.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-GL-GSW-1: Entrance
    A massive steel door bars your entry here.  There is no 
  dust to be found; it’s clear that this entrance is used 
  frequently.
  DE-GL-GSW-2: Bag Stash
    The northeast corner of the room is occupid by an array 
  of differently-shaped bags covered in a thin film of dust.
  Access
  Contents
  Sacks (6x)
  (unprotected)
  Simple Foodstuffs, 
  using Context D
  DE-GL-GSW-3: Weapons Cache
    To the north is a circular table ringed with chairs.  To its 
  east is a trio of sealed casks flanked by medium tables 
  laden with weapons bearing the colors of the Enclave..
  Access
  Contents
  Casks
  Container: 
  Barrel or Crate
  Alcohol: General
  Tables
  (unprotected)
  Weapons: Martial 1H and
  Weapons: Martial 
  Ranged
  DE-GL-GSW-4: Barrel Array
  Read the following only if the secret is discovered.
    Against the western edge of the chamber is an array of 
  sealed casks.
  Access
  Contents
  Casks (9x)
  Container: 
  Barrel or Crate
  Fresh water
  DE-GL-GSW-5: Secret Entrance West
  Read the following only if the secret is discovered.
    Along the stone wall is a crevice that appears to extend 
  in a rectangle about a hidden aperture.
  Access
  Secret Door
  Locks: Door, Secret
  DE-GL-GSW-6: Secret Trapdoor
  Read the following only if the secret is discovered.
    Beneath the casks, there is a section of stone floor 
  different from its surroundings.  You notice a thin gap 
  between a square portion of the floor and the rest of 
  the floor.  Prying with a dagger, you are able to prise 
  the stone up, revealing a trapdoor to the underground 
  beneath.
  Access
  Secret 
  Trapdoor
  Locks: Door, Secret; use Context C
  DE-GL-GSW-7: Staircase Up
  This leads to “Map 63: Guardpost Southwest (DE-SL-GSW)” 
  on page 258.
  
  142
  Ground Level
  Map 11: Guardpost East (DE-GL-GE)
  One square equals 5 ft.
  
  143
  Ground Level
  DE-GL-GE: Guardpost East
  Overview
  This guardpost serves as a means of ascending to its second 
  story, which overlooks much of the eastern interior of the 
  Enclave.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    60% chance that 
    2d4-
  1 Enclave Guard (p 659) and 
    1d4-1 (minimum 0) 
  Enclave Elite Guard (p 656) will be present here, mulling 
  about and eating or playing cards.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-GL-GE-1: Entrance
    A massive set of steel double door bars your entry here.  
  There is no dust to be found; it’s clear that this entrance 
  is used frequently.
  DE-GL-GE-2: Cask Trio
    In the southwest corner of the room, tucked just inside 
  the doors, is a trio of casks with a chair and a strongbox 
  nearby.
  Access
  Contents
  Casks
  Container: 
  Barrel or Crate
  Alcohol: General
  Access
  Contents
  Strongbox
  Locks: Chest, 
  Simple
  Gems: Low, using 
  Context D
  DE-GL-GE-3: Stove
    Against the southern edge of the room is a stove.  Nearby 
  is a crate and two sacks.
  Access
  Contents
  Crate
  Container: 
  Barrel or Crate
  Simple Foodstuffs
  Sacks
  (unprotected)
  Rations & Prepared Food
  DE-GL-GE-4: Weapons Cache
    Nearly the entire east side of the chamber is consumed 
  by a single long table, atop which sit an array of 
  weaponry bearing the sigil of the Enclave.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial 1H and
  Weapons: Martial 
  Ranged and
  Armor: Light
  Sacks
  (unprotected)
  Rations & Prepared Food
  DE-GL-GE-5: Privy Corner
  There are two secrets here: one is the trapdoor to the 
  basement, and the second is the secret door leading out to 
  the Enclave community.
  Read the following only if the secret of the trapdoor is 
  discovered:
    Beneath the empty flowerpot, there is a section of stone 
  floor different from its surroundings.  You notice a thin 
  gap between a square portion of the floor and the rest 
  of the floor.  Prying with a dagger, you are able to prise 
  the stone up, revealing a trapdoor to the underground 
  beneath.
  Read the following only if the secret door is discovered:
    Along the stone wall is a crevice that appears to extend 
  in a rectangle about a hidden aperture.
  Access
  Secret Door
  Locks: Door, Secret
  DE-GL-GE-6: Firepit
    A circular table topped with candles and ringed by chairs 
  sits south of a well-used firepit with an array of stools.  
  Two empty casks sit to their east.
  
  144
  Ground Level
  Map 12: Guardpost Southeast (DE-GL-GSE)
  One square equals 5 ft.
  
  145
  Ground Level
  DE-GL-GSE: Guardpost Southeast
  Overview
  This guardpost serves as a means of ascending to its second 
  story, which overlooks much of the southeastern interior of 
  the Enclave.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    60% chance that 
    2d4-
  1 Enclave Guard (p 659) and 
    1d4-1 (minimum 0) 
  Enclave Elite Guard (p 656) will be present here, mulling 
  about and eating or playing cards.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-GL-GSE-1: Entrance
    A massive set of steel double door bars your entry here.  
  There is no dust to be found; it’s clear that this entrance 
  is used frequently.
  DE-GL-GSE-2: Secret Trapdoor
  Read the following only if the secret is discovered:
    In between the two rugs, there is a section of stone floor 
  different from its surroundings.  You notice a thin gap 
  between a square portion of the floor and the rest of 
  the floor.  Prying with a dagger, you are able to prise 
  the stone up, revealing a trapdoor to the underground 
  beneath.
  Access
  Secret Door
  Locks: Door, Secret
  DE-GL-GSE-3: Crates
    The entire southern edge of the chamber is arrayed 
  with crates.  Various bags and cloth sacks are piled 
  haphazardly atop them.
  Access
  Contents
  Crate (5x)
  Container: 
  Barrel or Crate
  Simple Foodstuffs
  Sacks (4x)
  (unprotected)
  Rations & Prepared Food
  DE-GL-GSE-4: Casks & Weapons
    Against the northern wall and stuffed into the northeast 
  corner is an impressive array of barrels and casks, 
  seemingly representing a wide range of ages.  Against the 
  eastern sloped wall is a long table which contains some 
  weaponry bearing the Enclave’s colors.
  Access
  Contents
  Casks 
  (19x)
  Container: 
  Barrel or Crate
  Alcohol: General
  Table
  (unprotected)
  Weapons: Martial 2H and
  Weapons: Martial 1H, 
  both using Context B
  DE-GL-GSE-5: Table & Weapons
    To the east of the staircase is a circular table with 
  candles and a cutting board.  To its north is a rectangular 
  table laden with high-quality weapons bearing the 
  Enclave’s colors.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial 1H, 
  using Context D and
  Weapons: Martial 
  Ranged, using Context C
  Read the following only if the secret of the doorway is 
  discovered:
    Along the stone wall is a crevice that appears to extend 
  in a rectangle about a hidden aperture.
  Access
  Secret Door
  Locks: Door, Secret
  DE-GL-GSE-6: Staircase Up
  This leads to “Map 65: Guardpost Southeast (DE-SL-GSE)” on 
  page 262.
  
  146
  Ground Level
  Map 13: Gatehouse Complex Overview (DE-GL-GHC-O)
  One square equals 5 ft.
  
  147
  Ground Level
  DE-GL-GHC-O: Gatehouse Complex Overview
  Overview
  All visitors and guests and residents must pass through here 
  to gain entry into the Enclave.  It is a heavily guarded and 
  nearly always occupied two-story structure.  
  Note that even those who have full knowledge of all the 
  Enclave’s secrets and passageways are forced through here: 
  there is a secret door in the southeast of this region, but even 
  it still passes through the gatehouse complex.
  Mechanically, all creatures suffer a -3 circumstance penalty 
  to 
    Stealth checks on the interior of this region.  Outside 
  of the exterior stone wall (for example, for those wishing 
  to enter or egress via the secret door), this penalty does not 
  apply.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Note that although the Enclave is no stranger to visitors, 
  those coming into the city proper had better have some 
  description prepared as to why they are seeking entry.  “I 
  wanted to check out the city” is rarely a usable excuse, 
  although for a group of adventurers such as the PCs, the 
  guards will likely make an exception.
  Random Encounters
  Day or night, there is a 
    90% chance that 
    3d6 Enclave 
  Guards (p 659) and 
    2d4 Enclave Elite Guard (p 656) 
  will be present here, mulling about and eating or playing 
  cards.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; using Context 
  C; closed & locked when encountered
  Areas of Interest
  DE-GL-GHC-O-7: Gatehouse Complex 
  Entryway
  This region bears the greatest scrutiny of any square footage 
  in the entire Enclave.  The guards well understand that this 
  is the sole means of entry or departure for any creatures or 
  citizens.
  Even the common rank-and-file guards have been advised 
  that yes, although the Enclave city houses its secrets and 
  passageways, such clandestine and hidden regions in no way 
  grant access to the city itself.  
  This entryway is the only way in or out, period... and it is 
  a responsibility that the guards of the Enclave take very 
  seriously.
  There are four protective barriers between the courtyard 
  to the north and the citycenter proper to the south: two 
  massive sets of double doors, and two portcullises.
  During daytime hours, the portcullises are typically drawn 
  up to provide swifter travel.  These are usually closed at 
  night or during times of conflict.
  Unless a traveler is following another set of travelers who 
  have been granted passage, the doors are typically closed and 
  locked.  
  Enterprising PCs may wait for another traveler to be 
  admitted, to sneak in behind them.  During daytime hours, 
  in any given ten-minute span of time, there is a 
    60% 
  chance of a legitimate traveler approaching the gates and 
  being granted passage.  This drops to 
    20% at night.  
  Following an admitted traveler requires three successive 
    
  Stealth checks (one for each section of courtyard), oppposed 
  by the highest Perception of the guards who have been 
  determined to be present (see above).  Failure means guards 
  apprehend the sneaker and question them; the Attitude 
  Tracker of the guards suffers an immediate -3 penalty for 
  the sneaking around.
  Access
  Gatehouse 
  Double 
  Doors
    Locks: Door, Stronghold; using Context 
  C; closed & locked when encountered
  Portcullises
    Locks: Door, Stronghold; using Context 
  C; closed & locked when encountered; 
  lock mechanism cannot be accessed from 
  the portcullis itself so only a Strength or 
  breaking check will apply
  DE-GL-GHC-O-8: Gatehouse Complex 
  West
  Please turn to page 148 for more information on this 
  structure.
  DE-GL-GHC-O-9: Gatehouse Complex 
  East
  Please refer to page 151 for more information on this 
  structure.
  
  148
  Ground Level
  Map 14: Gatehouse Complex West (DE-GL-GHC-W)
  One square equals 5 ft.
  
  149
  Ground Level
  DE-GL-GHC-W: Gatehouse Complex West
  Overview
  This guardpost overlooks the central courtyard, and serves 
  as a garrison for those guards who are stationed here.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-GL-GHC-W-1: Southern City Entrance
    A massive set of steel double door bars your entry here.  
  There is no dust to be found; it’s clear that this entrance 
  is used frequently.
  This gate is used only by guards; citizens and visitors are not 
  allowed here.  
  On the western interior of the door is a switch which 
  controls the southern gatehouse door lock.
  DE-GL-GHC-W-2: Southeast Courtyard 
  Entrance
    A massive set of steel double door bars your entry here.  
  These doors are used only if there is a jam in the door 
  mechanism, or to gain immediate access to the southern 
  courtyard section in the event of an intruder.  Guests and 
  citizens are not allowed through here.
  DE-GL-GHC-W-3: Weapons Cache South
    Atop a large rectangular table is an array of fine 
  weaponry bearing the Enclave’s sigil.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial 1H, 
  using Context C and
  Weapons: Martial 
  Ranged, using Context C
  DE-GL-GHC-W-4: Staircase Up
  This leads to “Map 67: Gatehouse Complex West (DE-SL-
  GHC-W)” on page 266.
  DE-GL-GHC-W-5: Stove & Cooking 
  Supplies
    Against the northwest corner of the southern chamber is 
  a stove.  To its north is a barrel of fresh water, an array 
  of sacks, and a circular table tucked into the corner of 
  the room.
  Access
  Contents
  Sacks (6x)
  (unprotected)
  Simple Foodstuffs
  DE-GL-GHC-W-6: Secret Trapdoor
  Read the following only if the secret trapdoor is discovered:
    Underneath one leg of the table, there is a section of 
  stone floor different from its surroundings.  You notice 
  a thin gap between a square portion of the floor and 
  the rest of the floor.  Prying with a dagger, you are 
  able to prise the stone up, revealing a trapdoor to the 
  underground beneath.
  Access
  Secret Door
  Locks: Door, Secret
  DE-GL-GHC-W-7: Center Table
    In the center of the room is a large rectangular table, set 
  for a meal.
  DE-GL-GHC-W-8: Courtyard Windows
    To the northeast of the southern room is a duo of 
  windows with iron bars, looking east onto the entry 
  courtyard.
  DE-GL-GHC-W-9: Doorway South
    This set of double doors connects the southern chamber 
  to the central chamber.  
  Access
  Doorway 
  South
    Locks: Door, Simple; closed when 
  encountered (locked only if there are no 
  guards on this floor)
  DE-GL-GHC-W-10: Firepit
    In the southwest corner of the central chamber is a well-
  used firepit ringed with shoddy stools.  Empty sacks sit 
  to the west.
  DE-GL-GHC-W-11: Weapons Cache North
    Two rectangular tables sit against the angled 
  northwestern wall.  Atop them sit an array of weaponry 
  and workbench tools bearing the Enclave’s sigil.
  
  150
  Ground Level
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial 1H, 
  using Context C and
  Weapons: Martial 
  Ranged, using Context C
  DE-GL-GHC-W-12: Hexagonal Dinner 
  Table
    Taking up much of the empty space in the middle of the 
  center chamber is a six-sided table, ringed with chairs 
  and set for a meal.
  DE-GL-GHC-W-13: Center Courtyard 
  Doors
    These massive steel double doors connect the courtyard’s 
  central region to the western gatehouse.
  DE-GL-GHC-W-14: Privy Switch
    A clean privy sits in the southeast corner of the central 
  chamber.  Right to its north is a switch on the wall.
  This switch controls the portfullises in the courtyard.  
  Throwing the switch controls both of the portcullises up or 
  down together.
  DE-GL-GHC-W-15: Northern Chamber
    The northern smaller chamber of the gatehouse complex 
  contains a barrel of fresh water, a strongbox, and a 
  square table with an array of weapons.  Doors lead to the 
  south and east.
  Access
  Contents
  Strongbox
  Locks: Chest, 
  Strongbox
  Weapons: Martial 1H, 
  using Context C
  Access
  Doorway 
  South
    Locks: Door, Simple; closed when 
  encountered (locked only if there are no 
  guards on this floor)
  DE-GL-GHC-W-16: North Courtyard Door
    This steel door leads to the northern region of the 
  courtyard.  Immediately inside to its south is a switch 
  mounted on the wall.
  The switch controls the northern main entry gate.
  
  151
  Ground Level
  Map 15: Gatehouse Complex East (DE-GL-GHC-E)
  One square equals 5 ft.
  
  152
  Ground Level
  DE-GL-GHC-E: Gatehouse Complex East
  Overview
  This guardpost overlooks the central courtyard, and serves 
  as a garrison for those guards who are stationed here.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-GL-GHC-E-1: Southern City Entrance
    A massive set of steel double door bars your entry here.  
  There is no dust to be found; it’s clear that this entrance 
  is used frequently.
  This gate is used only by guards; citizens and visitors are not 
  allowed here.  
  On the western interior of the door is a switch which 
  controls the southern gatehouse door lock.
  DE-GL-GHC-E-2: Secret Garden Door
  Read the following only if the secret door is discovered:
    Along the stone wall, partially obstructed behind a 
  stack of barrels, is a crevice that appears to extend in a 
  rectangle about a hidden aperture.
  Access
  Secret Door
  Locks: Door, Secret
  DE-GL-GHC-E-3: Southern Chamber
    The southern chamber hosts an array of tables, each 
  bearing weaponry; a dinner table in the center set for a 
  meal; and a firepit nestled in the shadows of the stone 
  staircase leading up.
  Access
  Contents
  Table (3x)
  (unprotected)
  Weapons: Martial 1H, 
  using Context C and
  Weapons: Martial 
  Ranged, using Context C
  DE-GL-GHC-E-4: Staircase Up
  This leads to “Map 68: Gatehouse Complex East (DE-SL-
  GHC-E)” on page 269.
  DE-GL-GHC-E-5: Workbench
    In the northeast corner of the southern chamber is a 
  workbench, a trio of sealed casks next to a barrel of dirty 
  water, and a fine cask to the north.
  Access
  Contents
  Workbench
  (unprotected)
  Weapons: Simple, 3x
  Casks (4x)
  Container: 
  Barrel or Crate
  Alcohol: General
  Read the following only if the secret trapdoor in the 
  northeast corner is discovered:
    Underneath the cask, there is a section of stone floor 
  different from its surroundings.  You notice a thin gap 
  between a square portion of the floor and the rest of 
  the floor.  Prying with a dagger, you are able to prise 
  the stone up, revealing a trapdoor to the underground 
  beneath.
  Access
  Secret Door
  Locks: Door, Secret
  DE-GL-GHC-E-6: General Storage
    The southwest corner of the central chamber is home to 
  a variety of crates, sacks, and a chest.
  Against the eastern wall is a swtich; this controls the 
  courtyard portcullises in tandem.
  Access
  Contents
  Sacks (3x)
  (unprotected)
  Rations & Prepared 
  Food
  Crates (2x)
  Container: 
  Barrel or Crate
  Simple Foodstuffs, size 
  Large
  Chest
  Locks: Chest, 
  Strongbox
  Weapons: Martial 1H, 
  using Context C
  DE-GL-GHC-E-7: Courtyard Central 
  Access
    A set of massive steel double doors connects the center 
  region of the courtyard with the gatehouse complex.
  DE-GL-GHC-E-8: Northern Chamber
    The small triangle of the northern gatehouse chamber 
  houses a firepit, and two tables bearing weapons that 
  have the Enclave’s colors.  Doors lead to the south and 
  west.
  To the south of the western door is a switch; this controls the 
  northern gatehouse double doors.
  
  153
  Ground Level
  Access
  Contents
  Table (2x)
  (unprotected)
  Weapons: Martial 1H, 
  using Context C and
  Weapons: Martial 
  Ranged, using Context C
  Access
  Doorway 
  South
    Locks: Door, Simple; closed when 
  encountered (locked only if there are no 
  guards on this floor)
  DE-GL-GHC-E-9: Courtyard Doors 
  Southwest
    A set of massive steel double doors connects the southern 
  region of the courtyard with the gatehouse complex.
  These doors are used only if there is a jam in the door 
  mechanism, or to gain immediate access to the southern 
  courtyard section in the event of an intruder.  Guests and 
  citizens are not allowed through here.
  
  154
  Ground Level
  Map 16: Entry Courtyard (DE-GL-EC-O)
  One square equals 5 ft.
  
  155
  Ground Level
  DE-GL-EC-O: Entry Courtyard
  Overview
  All visitors and guests and residents must pass through here 
  to gain entry into the Enclave.  It is a heavily guarded and 
  nearly always occupied two-story structure.  
  Theme & Purpose
  Although heavily guarded to the north and south, the 
  courtyard itself is a place of beauty and solace.  This is by 
  design: those who architected the Enclave wanted to make 
  sure that the first impression of visitors, and the last theme 
  that those departing the structure would take with them, 
  was a sense of wonderment and awe.
  Although the area bears no explicitlaws specific to it, there 
  has never been a crime committed in the gardens, and if 
  there were to be one, it would be punished much more 
  mercilessly than a typical crime, and would certainly attract 
  the attention fo the Council itself.
  Random Encounters
  No guards are allowed in the garden area outside the 
  Gatehouse Complex to the south.
  In the gardens themselves, use the standard / default 
  Random Encounter rules for this level, at twice the standard 
  interval of delay.  The GM is encouraged to reroll or ignore 
  results if the party is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Areas of Interest
  DE-GL-EC-O-7: Gatehouse Complex 
  Entryway
  “Map 13: Gatehouse Complex Overview (DE-GL-GHC-O)” on 
  page 146 contains more information.
  DE-GL-EC-O-8: Gatehouse Complex West
  Please turn to page 148 for more information on this 
  structure.
  DE-GL-EC-O-9: Gatehouse Complex East
  Please refer to page 151 for more information on this 
  structure.
  DE-GL-EC-O-30: Entry Gardens West
  Page 243 contains more details on this region.
  DE-GL-EC-O-31: Entry Gardens East
  Please refer to page 245 for further details.
  
  156
  Ground Level
  Map 17: Garrison Northwest Overview (DE-GL-GNW-O)
  One square equals 5 ft.
  
  157
  Ground Level
  DE-GL-GNW-O: Garrison Northwest Overview
  Overview
  The two Garrisons to the northeast and northwest of the 
  entryway of the Enclave house all guards and Enclave 
  Security forces while they are not actively patrolling or 
  engaged in the work of security.
  Theme & Purpose
  Although much of the time guards spend here is downtime, 
  including resting and eating, this remains a military 
  structure.  
  If anyone is present here, it is in their duty as a guard; 
  intruders without legitimate purpose will be questioned 
  pointedly, and likely arrested.
    Creative fabrication of the facts and skill checks aside, 
  there really is little legitimate reason for the PCs to be 
  here... so if they are caught wandering about, they had 
  better have a convincing argument prepared!
  Random Encounters
  Day or night, there is a 
    90% chance that 
    3d8 Enclave 
  Guards (p 659), 
    2d6 Enclave Elite Guard (p 656), 
  and 
    1d4 Enclave Longstriders (p 662) will be present 
  here, mulling about, resting, and eating or playing cards.
  There is no legitimate reason why any NPC outside of 
  this population would be present in the Garrison.  Even 
  the powerful Council Elders would be unwelcome and 
  questioned, were they to present themselves here.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed when 
  encountered; doors that are “interior” to the 
  garrison compound are rarely locked
  Areas of Interest
  DE-GL-GNW-O-1: Barracks
  Please turn to page 158 for further details.
  DE-GL-GNW-O-2: Dining Hall
  “Map 19: Garrison Northwest Dining Hall (DE-GL-GNW-DH)” 
  on page 160 begins further details.
  DE-GL-GNW-O-3: Kitchen
  Page 160 begins additional information.
  DE-GL-GNW-O-4: Storage
  Please turn to page 158 for further details.
  DE-GL-GNW-O-5: Gate Control
  Please turn to page 158 for further details.
  DE-GL-GNW-O-6: Garrison Entry
  This massive set of steel double doors is always closed and 
  locked unless guards are actively changing shift.  The doors 
  are always sealed tight behind.
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  DE-GL-GNW-O-7: Garrison Courtyard
    This wide chamber serves as entryway to the garrison.  
  A window with iron bars watches from the west; to the 
  north, an iron portcullis bars further entry.  The spacious 
  region to the east contains a set of double doors that lead 
  north.
  The portcullis that connects this area to the hallway to the 
  north is exclusively controlled by the Gate Control chamber 
  to the west.
  In the southeast wall of the chamber is a secret door that 
  can be used to bypass the main door to the west.  Read the 
  following only if the secret door is discovered:
    Along the stone wall, hidden in the shadows of the 
  nearby torch, is a crevice that appears to extend in a 
  rectangle about a hidden aperture.
  Access
  Secret Door
  Locks: Door, Secret
  DE-GL-GNW-O-8: Garrison Hallway
  This hallway is studded with doors that lead to the barracks 
  to the west.  The portcullis that connects to the Antechamber 
  to the northeast is manually controlled, and requires a DC 14 
    Strength check to elevate temporarily.
  DE-GL-GNW-O-9: Common Area
  This space is described starting on page 166.
  The guardpost to the east of this chamber is described in 
  detail starting on page 134.
  
  158
  Ground Level
  Map 18: Garrison Northwest Barracks (DE-GL-GNW-BR)
  One square equals 5 ft.
  
  159
  Ground Level
  DE-GL-GNW-BR: Garrison Northwest Barracks
  Overview
  This set of chambers serves as a resting area for guards of 
  the Enclave.  
  Theme & Purpose
  This is a military area.  There is no legitimate reason for the 
  PCs—or, indeed, anyone not in the Enclave Security forces—
  to be here.  
  If anyone is present here, it is strictly business; intruders 
  without legitimate purpose will be questioned pointedly, and 
  likely arrested.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Simple; closed when 
  encountered
  Areas of Interest
  DE-GL-GNW-BR-1 through -6: 
  Bedchambers
    Each of these rooms houses two single beds, squeezed in 
  tightly enough that those wishing to enter or depart must 
  watch their footing.  A small table and a cabinet are also 
  present.
  When entering any of these rooms, roll to determine if 
  someone is inside: there is a 
    20% chance per bed that it 
  is occupied by a guard.  None of the doors has a lock on it.
  Each of these rooms is identical in terms of content.  The 
  tables contain nothing of value save a possible well-worn 
  dagger and half-eaten foodstuffs.  The cabinets are empty if 
  the room is, and may contain the clothing and combat gear of 
  the guard(s) sleeping in it.
  DE-GL-GNW-BR-7: Storage
    This chamber is musty and smells of age and neglect.  
  Inside is a wide variety of containers and gear strewn 
  about under a layer of dust.
  The double doors to this room are always locked:
  Access
  Storage 
  Double 
  Doors
    Locks: Door, Simple; closed and locked 
  when encountered
  Access
  Contents
  Sacks (9x)
  (unprotected)
  Rations & Prepared 
  Food
  Crates (3x)
  Container: 
  Barrel or Crate
  Simple Foodstuffs, size 
  Large
  Chest
  Locks: Chest, 
  Strongbox
  Weapons: Martial 1H, 
  using Context C
  Barrels (7x)
  Container: 
  Barrel or Crate
  Alochol: General
  Treasure 
  Pile
  (unprotected)
  Weapons: Exotic and
  Weapons: Martial 1H, 
  using Context C and
  Armor: Shields, using 
  Context C and
  Armor: Medium
  DE-GL-GNW-BR-8: Northern Portcullis
  The portcullis that connects to the Antechamber to the 
  northeast is manually controlled, and requires a DC 14 
    
  Strength check to elevate temporarily.
  DE-GL-GNW-BR-9: Southern Portcullis
  This portcullis is controlled exclusively by the switch in the 
  gate control chamber to the southwest.
  
  160
  Ground Level
  Map 19: Garrison Northwest Dining Hall (DE-GL-GNW-DH)
  One square equals 5 ft.
  
  161
  Ground Level
  DE-GL-GNW-DH: Garrison Northwest Dining Hall
  Overview
  This room serves as a casual meeting spot and place to dine 
  for the soldiers of the guard.
  Theme & Purpose
  This is a military area.  There is no legitimate reason for the 
  PCs—or, indeed, anyone not in the Enclave Security forces—
  to be here.  
  If anyone is present here, it is strictly business; intruders 
  without legitimate purpose will be questioned pointedly, and 
  likely arrested.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Simple; closed when 
  encountered
  Areas of Interest
  DE-GL-GNW-DH-1: Dining Hall Entry
    A well-worn set of double doors swings freely in both 
  directions, granting quick and easy passage to the dining 
  hall.
  These doors contain no lock.
  DE-GL-GNW-DH-2: Darkened Corner
    This corner receives little light from the rest of the room.  
  A sideboard cupboard against the western wall is strewn 
  with empty bottles.
  Access
  Contents
  Sideboard
  (unprotected)
  Weapons: Simple, using 
  Context D
  DE-GL-GNW-DH-3: Dining Table
    Ringed with plenty of worn chairs and set for a feast 
  at all times, this well-used and dented wooden table 
  contains a myriad of cutlery, plates, and jugs in various 
  states of disarray.
  Access
  Contents
  Dining 
  Table
  (unprotected)
  Weapons: Simple, using 
  Context D, 3x and
  Rations & Prepared Food, 5x
  DE-GL-GNW-DH-4: Eastern Cupboards
    These clean cupboards appear to be brand new, and bear 
  neither dent nor ding nor anything atop them.
  They are relatively new additions to the room, and are empty 
  as a result.
  DE-GL-GNW-DH-5: Kitchen Doors
    These free-swinging lightweight wooden double doors 
  lead to the kitchen to the north.
  These doors bear neither lock nor clasp; when not actively in 
  use, they swing shut via springs in the hinges.
  DE-GL-GNW-DH-6: Western Bookshelves
    A duet of bookcases sits against the western wall.
  Access
  Contents
  Bookshelf 
  (2x)
  (unprotected)
  Books: General, using 
  Context D
  
  162
  Ground Level
  Map 20: Garirson Northwest Kitchen (DE-GL-GNW-KT)
  One square equals 5 ft.
  
  163
  Ground Level
  DE-GL-GNW-KT: Garrison Northwest Kitchen
  Overview
  This chamber prepares food for the Dining Hall to the south.
  Theme & Purpose
  This is a military area.  There is no legitimate reason for the 
  PCs—or, indeed, anyone not in the Enclave Security forces—
  to be here.  Even foodstuffs are delivered and managed by 
  guards.
  If anyone is present here, it is strictly business; intruders 
  without legitimate purpose will be questioned pointedly, and 
  likely arrested.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Simple; closed when 
  encountered
  Areas of Interest
  DE-GL-GNW-KT-1: Dining Hall Doors
  These doors bear no lock, and swing shut automatically 
  when not held open.
  DE-GL-GNW-KT-2: Stove & Storage
    Against the sloping east wall is a very active, well-used 
  stove.  Sacks sit against the wall to its northeast.  Two 
  barrels lie to its east; against the opposing western wall 
  is an array of barrels.
  Access
  Contents
  Sacks (7x)
  (unprotected)
  Simple Foodstuffs
  Casks (2x)
  Container: 
  Barrel or Crate
  Alcohol: General, size 
  Medium
  Barrels (8x)
  Container: 
  Barrel or Crate
  Fresh water
  DE-GL-GNW-KT-3: North Common Area 
  Door
    This door connects the Kitchen to the Common Area to 
  the north.
  As the two sets of doors leading from the south bear no 
  locks, this door is always closed and locked.  It has nearly 
  been cemented over many times in its history to prevent 
  the security risk it represents, as someone could use this to 
  bypass the entirety of the hallway and sets of portcullises, 
  but for safety reasons, the staff of the kitchen require an 
  egress in the event of a fire flare-up.
  Access
  Common 
  Area Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  DE-GL-GNW-KT-4: Firepit
    A lit firepit sits a bit away from the wall; a cauldron 
  rests nearby.  To the north of the fire is a well-worn 
  workbench, and three urns.
  This firepit remains lit around the clock, as it’s almost 
  always time for someone to come off duty and enjoy a meal.
  The workbench contains a few kitchen tools that count as 
  simple daggers.  
  The urns to the northeast are either empty, or contain a kind 
  of prototype stew that counts as one standard ration per urn.
  
  164
  Ground Level
  Map 21: Garrison Northwest Storage (DE-GL-GNW-ST)
  One square equals 5 ft.
  
  165
  Ground Level
  DE-GL-GNW-ST: Garrison Northwest Storage
  Overview
  This dusty room stores foodstuffs and supplies for the 
  kitchen to the west.
  Theme & Purpose
  This is a military area.  There is no legitimate reason for the 
  PCs—or, indeed, anyone not in the Enclave Security forces—
  to be here.  Even foodstuffs are delivered and managed by 
  guards.
  If anyone is present here, it is strictly business; intruders 
  without legitimate purpose will be questioned pointedly, and 
  likely arrested.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Simple; closed when 
  encountered
  Areas of Interest
  DE-GL-GNW-ST-1: Storage Door
  This door swings freely, and will return to a closed position 
  if not held open.  It bears no lock and leads to the Kitchen to 
  the west.
  DE-GL-DNW-ST-2: Sack Pile
    Far against the dark corner of the triangular room is a 
  big pile of cloth sacks.
  Access
  Contents
  Sacks (10x)
  (unprotected)
  Simple Foodstuffs
  DE-GL-DNW-ST-3: General Storage
    Against the northwest corner is an array of sealed 
  wooden crates, atop which is arrayed some bags and a 
  locked chest.
  Access
  Contents
  Sacks (8x)
  (unprotected)
  Simple Foodstuffs, 
  using Context B
  Crates (4x)
  Container: 
  Barrel or Crate
  Rations & Prepared 
  Food, size Medium
  Chest
  Locks: Chest, 
  Simple
  Simple Foodstuffs, 
  using Context C
  
  166
  Ground Level
  Map 22: Garrison Northwest Common Area (DE-GL-GNW-CA)
  One square equals 5 ft.
  
  167
  Ground Level
  DE-GL-GNW-CA: Garrison Northwest Common Area
  Overview
  “Common area” typically implies some sort of leisure 
  activity; that does not so much apply here.  Guards in 
  between jobs will be much more prone to sleep or going 
  into the city proper; they will generally not seek out their 
  comrades for a game or diversionary activity.
  This chamber’s lack of furniture is reflective of this mindset, 
  as it is primarily used for storage of military equipment.
  Theme & Purpose
  This is a military area.  There is no legitimate reason for the 
  PCs—or, indeed, anyone not in the Enclave Security forces—
  to be here.  
  If anyone is present here, it is strictly business; intruders 
  without legitimate purpose will be questioned pointedly, and 
  likely arrested.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-GNW-CA-1: Weapon Storage
    Atop two enormous wooden crates is an array of 
  polished, sharpened weaponry bearing the Enclave’s 
  colors.  To the west is a trio of cloth bags.
  Access
  Contents
  Sacks 
  (3x)
  (unprotected)
  Potions: Moderate, using 
  Context D
  Crates 
  (2x)
  Container: 
  Barrel or Crate
  Armor: Medium, size 
  Large and
  Armor: Shields, size Large
  Atop 
  Crates 
  (2x)
  (unprotected)
  Weapons: Martial 1H, size 
  Medium and
  Weapons: Martial 2H, size 
  Medium
  DE-GL-GNW-CA-2: Armor Storage
    Two smaller crates sit against the wall.  About their base 
  is an array of canvas sacks.
  Access
  Contents
  Sacks (7x)
  (unprotected)
  Clothing: General
  Access
  Contents
  Crates (2x)
  Container: 
  Barrel or Crate
  Armor: Light, size 
  Medium
  DE-GL-GNW-CA-3: Guardpost Doors
  These lead to the Guardpost described starting on page 
  134.
  DE-GL-GNW-CA-4: Kitchen Storage Door
  This door is always kept locked, and is almost never used.  It 
  leads to kitchen storage in the previous entry.
  DE-GL-GNW-CA-5: Barracks Storage 
  Doors
  This leads to the storage chamber of the Barracks.
  DE-GL-GNW-CA-6: Portcullis South
  This leads to the Garrison Hallway to the southwest.
  
  168
  Ground Level
  Map 23: Garrison Northwest Gate Control (DE-GL-GNW-GC)
  One square equals 5 ft.
  
  169
  Ground Level
  DE-GL-GNW-GC: Garrison Northwest Gate Control
  Overview
  This oblong chamber is both entryway and control for the 
  portcullis to the north.
  Theme & Purpose
  This is a military area.  There is no legitimate reason for the 
  PCs—or, indeed, anyone not in the Enclave Security forces—
  to be here.  
  If anyone is present here, it is strictly business; intruders 
  without legitimate purpose will be questioned pointedly, and 
  likely arrested.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-GNW-GC-1: Main Gate
    A massive set of double steel doors bars passage at the 
  entrance to the garrison.
  These doors are controlled by the switch at Location 4 (see 
  below).
  DE-GL-GNW-GC-2: Portcullis
    A lattice of iron bars disappears into the roof at 
  this point.  It appears as though they are capable of 
  retracting.
  These are controlled from the switch at Location 4 (see 
  below). 
  DE-GL-GNW-GC-3: Weapons Cache
    Against the sloping western wall is a rectangular table, 
  atop which sit an array of fine weaponry embossed with 
  the sigil of the Enclave.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial 1H, size 
  Medium, using Context C and
  Weapons: Exotic, using 
  Context C
  DE-GL-GNW-GC-4: Control Switches
    Nestled into the northern stone wall adjacent to the iron-
  barred window is a set of two massive levers, one atop 
  the other.
  The top switch controls the northern portcullis (Location 
  2, above); the bottom one controls the main gate to the 
  southeast (Location 1, above).  Toggling either switch 
  will open or close its controlled aperture in one round; 
  a single creature taking an action may flip one or both 
  simultaneously.
  DE-GL-GNW-GC-5: Gate Control 
  Entrance
    This steel door bars entry to the gate control house to 
  the south.  In the darkened corner sits a neglected potted 
  plant which has seen better days.
  This door is always locked.  When a guard enters or exits, 
  s/he locks it behind them, even if their stay is to be very 
  temporary or they had merely forgotten something and plan 
  to leave immediately.
  At all times, day and night, an Enclave Guard is posted here.
  DE-GL-GNW-GC-6: Dining Hall Entrance
  This leads to “DE-GL-GNW-DH: Garrison Northwest Dining 
  Hall” on page 161
  DE-GL-GNW-GC-7: Secret Door
  Read the following only if the secret door is discovered:
    Along the stone wall, hidden in the shadows of the 
  nearby torch, is a crevice that appears to extend in a 
  rectangle about a hidden aperture.
  Access
  Secret Door
  Locks: Door, Secret
  
  170
  Ground Level
  Map 24: Garrison Northeast Overview (DE-GL-GNE-O)
  One square equals 5 ft.
  
  171
  Ground Level
  DE-GL-GNE-O: Garrison Northeast Overview
  Overview
  The two Garrisons to the northeast and northwest of the 
  entryway of the Enclave house all guards and Enclave 
  Security forces while they are not actively patrolling or 
  engaged in the work of security.
  Theme & Purpose
  Although much of the time guards spend here is downtime, 
  including resting and eating, this remains a military 
  structure.  
  If anyone is present here, it is in their duty as a guard; 
  intruders without legitimate purpose will be questioned 
  pointedly, and likely arrested.
    Creative fabrication of the facts and skill checks aside, 
  there really is little legitimate reason for the PCs to be 
  here... so if they are caught wandering about, they had 
  better have a convincing argument prepared!
  Random Encounters
  Day or night, there is a 
    90% chance that 
    3d8 Enclave 
  Guards (p 659), 
    2d6 Enclave Elite Guard (p 656), 
  and 
    1d4 Enclave Longstriders (p 662) will be present 
  here, mulling about, resting, and eating or playing cards.
  There is no legitimate reason why any NPC outside of 
  this population would be present in the Garrison.  Even 
  the powerful Council Elders would be unwelcome and 
  questioned, were they to present themselves here.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed when 
  encountered; doors that are “interior” to the 
  garrison compound are rarely locked
  Areas of Interest
  DE-GL-GNE-O-1: Barracks
  Please turn to page 172 for further details.
  DE-GL-GNE-O-2: Dining Hall
  “Map 26: Garrison Northeast Dining Hall (DE-GL-GNE-DH)” 
  on page 174 begins further details.
  DE-GL-GNE-O-3: Kitchen
  Page 176 begins additional information.
  DE-GL-GNE-O-4: Gate Control
  Please turn to page 178 for further details.
  DE-GL-GNE-O-5: Common Area
  This space is described starting on page 180.
  The guardpost to the west of this chamber is described in 
  detail starting on page 136.
  DE-GL-GNE-O-6: Garrison Courtyard
    This L-shaped chamber serves as entryway to the 
  garrison.  Windows with iron bars watch from the east; 
  to the north, an iron portcullis bars further entry.  Three 
  sets of double doors lead to the west, northwest, and 
  northeast.
  The portcullis that connects this area to the hallway to the 
  north is exclusively controlled by the Gate Control chamber 
  to the east.
  DE-GL-GNE-O-7: Garrison Entry
  This massive set of steel double doors is always closed and 
  locked unless guards are actively changing shift.  The doors 
  are always sealed tight behind.
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  DE-GL-GNE-O-8: Secret Door
  In the southeast wall of the entry chamber is a secret door 
  that can be used to bypass the main door to the west.  Read 
  the following only if the secret door is discovered:
    Along the stone wall, hidden in the shadows of the 
  nearby torch, is a crevice that appears to extend in a 
  rectangle about a hidden aperture.
  Access
  Secret Door
  Locks: Door, Secret
  DE-GL-GNW-O-9: Garrison Hallway
  This hallway is studded with doors that lead to the barracks 
  to the west.  The portcullis that connects to the Antechamber 
  to the northeast is manually controlled, and requires a DC 14 
    Strength check to elevate temporarily.
  DE-GL-GNE-O-9: Gate Control
  Please turn to page 178 for further details.
  
  172
  Ground Level
  Map 25: Garrison Northeast Barracks (DE-GL-GNE-BR)
  One square equals 5 ft.
  
  173
  Ground Level
  DE-GL-GNE-BR: Garrison Northeast Barracks
  Overview
  This set of chambers serves as a resting area for guards of 
  the Enclave.  
  Theme & Purpose
  This is a military area.  There is no legitimate reason for the 
  PCs—or, indeed, anyone not in the Enclave Security forces—
  to be here.  
  If anyone is present here, it is strictly business; intruders 
  without legitimate purpose will be questioned pointedly, and 
  likely arrested.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Simple; closed when 
  encountered
  Areas of Interest
  DE-GL-GNE-BR-1: Foyer
    This foyer has a filthy, threadbare rug near the door, and 
  smells of dank sweat and grime.
  DE-GL-GNE-BR-2 through -7: 
  Bedchambers
    Each of these rooms houses a single bed, squeezed in 
  tightly enough that those wishing to enter or depart must 
  watch their footing.  
  When entering any of these rooms, roll to determine if 
  someone is inside: there is a 
    20% chance per bed that it 
  is occupied by a guard.  None of the doors has a lock on it.
  Tables in these rooms contain nothing of value save a 
  possible well-worn dagger and half-eaten foodstuffs.  
  Some rooms have a cabinet: these are empty if the room 
  is, and may contain the clothing and combat gear of the 
  guard(s) sleeping in it.
  Room #7 has nothing save a stool, and tends to be the 
  very last to be occupied as a result; only roll for a soldier’s 
  presence here if every other room also already has someone 
  in it.
  DE-GL-GNE-BR-8: Privy Chamber
    Despite being a privy chamber, this room is surprisingly 
  well-kept and clean.  A privacy curtain shields those 
  conducting their business within from intruders.
  The door to this chamber has no lock, and swings freely in 
  both directions.
  
  174
  Ground Level
  Map 26: Garrison Northeast Dining Hall (DE-GL-GNE-DH)
  One square equals 5 ft.
  
  175
  Ground Level
  DE-GL-GNE-DH: Garrison Northeast Dining Hall
  Overview
  This room serves as a casual meeting spot and place to dine 
  for the soldiers of the guard.
  Theme & Purpose
  This is a military area.  There is no legitimate reason for the 
  PCs—or, indeed, anyone not in the Enclave Security forces—
  to be here.  
  If anyone is present here, it is strictly business; intruders 
  without legitimate purpose will be questioned pointedly, and 
  likely arrested.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Simple; closed when 
  encountered
  Areas of Interest
  DE-GL-GNE-DH-1: North Entrance
    These steel-banded wooden double doors appear to be 
  the main entrance to the dining hall, as they are well-
  worn and the rugs to their north and south are nearly 
  threadbare.
  Enclave Security policy is that the last guard who leaves the 
  dining hall must do so via this set of doors, and must lock 
  the doors behind themselves when doing.  As a result, these 
  doors should only be unlocked if there are guards present in 
  the dining hall chamber.
  DE-GL-GNE-DH-2: Casks
    Against the northwest wall is a wide variety of sealed 
  barrels.
  Access
  Contents
  Casks 
  (11x)
  Container: 
  Barrel or Crate
  Alcohol: General, size 
  Medium
  DE-GL-GNE-DH-3: Small Tables
    Three finely-crafted tables are positioned in the open 
  space here.  They each appear to be set for a nice meal.
  Officers and Elite Guards typically dine here.
  Access
  Contents
  Elite Tables 
  (3x)
  (unprotected)
  Rations & Prepared Food, 
  3x, using Context C
  DE-GL-GNE-DH-4: The Big Table
    The main, well-worn, dining table is ringed with chairs 
  and set for a common-caliber meal.
  Access
  Contents
  Big 
  Table
  (unprotected)
  Weapons: Simple, using 
  Context D, 6x and
  Rations & Prepared Food, 
  8x, using Context D
  DE-GL-GNE-DH-5: Southeast Entrance
    Despite being banded with steel, this door appears to 
  lack a lock, and swings freely.  Just inside the door to the 
  north is a large rectangular table littered with plates and 
  food.
  This door does indeed lack a lock, though most guards will 
  enter and leave via the north entrance instead.
  Access
  Contents
  Southeast 
  Table
  (unprotected)
  Weapons: Simple, using 
  Context D, 2x and
  Rations & Prepared Food, 
  3x
  DE-GL-GNE-DH-6: Kitchen Entrance
    A thin and filmy curtain bearing the colors of the Enclave 
  separates the dining hall from the kitchen to the south.  
  Lightweight wooden double doors swing freely. 
   
  To the east and west are duets of casks; of each pair, one 
  barrel is already open and has a wooden ladle floating in 
  the liquid inside.
  These doors lack a lock.
  Access
  Contents
  Casks 
  (2x)
  Container: 
  Barrel or Crate, 
  using Context C
  Alcohol: General, size 
  Medium, using Context C
  Open 
  Casks 
  (2x)
  (unprotected)
  Alcohol: General, size 
  Medium, using Context B
  
  176
  Ground Level
  Map 27: Garrison Northeast Kitchen (DE-GL-GNE-KT)
  One square equals 5 ft.
  
  177
  Ground Level
  DE-GL-GNE-KT: Garrison Northeast Kitchen
  Overview
  This chamber prepares food for the Dining Hall to the north.
  Theme & Purpose
  Despite the food-preparation nature of the region, this is a 
  military area.  There is no legitimate reason for the PCs—or, 
  indeed, anyone not in the Enclave Security forces—to be 
  here.  Even foodstuffs are delivered and managed by guards.
  If anyone is present here, it is strictly business; intruders 
  without legitimate purpose will be questioned pointedly, and 
  likely arrested.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Simple; closed when 
  encountered
  Areas of Interest
  DE-GL-GNE-KT-1: Dining Hall Entrance
  This leads to the Dining Hall to the north.  These doors lack a 
  lock and swing freely.
  DE-GL-GNE-KT-2: Workbench & Casks
    In the northeast corner of the kitchen is a pair of casks, 
  one of which is open and bears a ladle.  To its south sits a 
  workbench and stool.
  Access
  Contents
  Workbench
  (unprotected)
  Weapons: Simple, using 
  Context D
  Cask
  Container: 
  Barrel or Crate
  Alcohol: General, size 
  Medium
  Open Cask
  (unprotected)
  Alcohol: General, size 
  Medium, using Context 
  D
  DE-GL-GNE-KT-3: Food Storage
    Against the sloping west edge of the kitchen is a trio of 
  barrels.  Next to these is a crate, topped with a locked 
  chest.   
   
  To the northwest is an active firepit, cauldron, a chair, 
  and two stools.
  Access
  Contents
  Barrels (3x)
  Container: 
  Barrel or Crate
  Fresh water
  Crate
  Container: 
  Barrel or Crate
  Simple Foodstuffs, size 
  Large
  Chest
  Locks: Chest, 
  Simple, using 
  Context B
  Simple Foodstuffs, 
  using Context C
  DE-GL-GNE-KT-4: Stove
    A well-used, greasy stove sits nestled into the southern 
  corner of the kitchen.  A grimy film floats atop the barrel 
  of water to its west; it appears undrinkable and may only 
  be there as an emergency measure against a raging fire.  
  A trio of sacks sits against the eastern wall nearby.
  Access
  Contents
  Sacks (3x)
  (unprotected)
  Rations & Prepared 
  Food, using Context B
  
  178
  Ground Level
  Map 28: Garrison Northeast Gate Control (DE-GL-GNE-GC)
  One square equals 5 ft.
  
  179
  Ground Level
  DE-GL-GNE-GC: Garrison Northeast Gate Control
  Overview
  This small chamber serves as the only means of control over 
  the main garrison gate.
  The room itself must be manned by a single guard at all 
  times.  
  Theme & Purpose
  This is a military area.  There is no legitimate reason for the 
  PCs—or, indeed, anyone not in the Enclave Security forces—
  to be here.  
  If anyone is present here, it is strictly business; intruders 
  without legitimate purpose will be questioned pointedly, and 
  likely arrested.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-GNE-GC-1: Northern Entrance
    A solid metal door bars entry here.
  This is the only means of entry and egress from the Gate 
  Control chamber.  Policy is to lock it at all times, even if the 
  guard manning this room is leaving.
  DE-GL-GNE-GC-2: Control Switches
    Nestled into the northern stone wall adjacent to the iron-
  barred window is a set of two massive levers, one atop 
  the other.
  The top switch controls the northern portcullis that leads to 
  the rest of the garrison; the bottom one controls the main 
  gate to the south.  
  Toggling either switch will open or close its controlled 
  aperture in one round; a single creature taking an action 
  may flip one or both simultaneously.
  DE-GL-GNE-GC-3: Weapons Tables
    Two square tables are laden with fine weapons bearing 
  the sigil of the Enclave.
  Access
  Contents
  Table 
  (2x)
  (unprotected)
  Weapons: Martial Ranged, 
  size Medium, using Context C
  DE-GL-GNE-GC-4: Garrison Entryway
  The two large windows in this structure offer ample 
  visibility to the entryway to the south and west.
  
  180
  Ground Level
  Map 29: Garrison Northeast Common Area (DE-GL-GNE-CA)
  One square equals 5 ft.
  
  181
  Ground Level
  DE-GL-GNE-CA: Garrison Northeast Common Area
  Overview
  “Common area” typically implies some sort of leisure 
  activity; that does not so much apply here.  Guards in 
  between jobs will be much more prone to sleep or going 
  into the city proper; they will generally not seek out their 
  comrades for a game or diversionary activity.
  This chamber’s lack of furniture is reflective of this mindset, 
  as it is primarily used for storage of military equipment.
  Theme & Purpose
  This is a military area.  There is no legitimate reason for the 
  PCs—or, indeed, anyone not in the Enclave Security forces—
  to be here.  
  If anyone is present here, it is strictly business; intruders 
  without legitimate purpose will be questioned pointedly, and 
  likely arrested.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-GNE-CA-1: Guardpost Doors
  These lead to the Guardpost described in “Map 8: Guardpost 
  Northeast (DE-GL-GNE)” on page 136.
  DE-GL-GNE-CA-2: Weapons Cache
    Atop two solid crates sit an array of finely-made weapons 
  bearing the Enclave’s sigil.  To their right is an open cask.
  Access
  Contents
  Crate 
  Tops
  (unprotected)
  Weapons: Martial 1H and
  Weapons: Martial Ranged, 
  both using Context C
  Crates 
  (2x)
  Container: 
  Barrel or Crate, 
  using Context C
  Armor: Medium, size 
  Large and
  Armor: Shields, size Large
  Open 
  Cask
  (unprotected)
  Alcohol: General
  DE-GL-GNE-CA-3: Barracks Entrance
  This leads to the Barracks to the south.  Though reinforced, 
  the door is rarely locked.
  DE-GL-GNE-CA-4: Dining Hall Doors
  This leads to the Dining Hall to the south.  Policy is to always 
  keep these doors locked unless there are guards dining in the 
  Hall.
  DE-GL-GNE-CA-5: Portcullis
    Iron bars bar your way.
  The portcullis is manually controlled, and requires a DC 14 
    Strength check to elevate temporarily.
  DE-GL-GNE-CA-6: Armor Cache
    A very solid-looking wooden crate bears weaponry atop 
  it.
  Access
  Contents
  Crate 
  Top
  (unprotected)
  Weapons: Martial 1H and
  Weapons: Martial Ranged
  Crate
  Container: 
  Barrel or Crate, 
  using Context C
  Armor: Medium, size 
  Large and
  Armor: Shields, size 
  Large, both using Context 
  C
  
  182
  Ground Level
  Map 30: Elevator Complex (DE-GL-ELEV)
  One square equals 5 ft.
  
  183
  Ground Level
  DE-GL-ELEV: Elevator Complex
  Overview
  This structure serves as the main mechanism by which 
  citizens, visitors, and all others gain access to the 
  underground levels of the Enclave.  
  Theme & Purpose
  Moreso than any other region in the Enclave, this structure 
  and the region immediately around it feel like a normal 
  city.  During the day, the region bustles with activity; there 
  are some days where it seems as though the elevator hardly 
  stops working to raise and lower passengers and materiel.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-ELEV-1: Main Entrance
    Enormous, 15’ tall stone doors stand open here.  They are 
  carved elaborately and lovingly with visual histories of 
  the Realm in a flowering, cursive flow.
  These doors are solid and massive, but owing to the 
  popularity of the elevator and its primary function, these 
  doors are hardly ever actually closed.  
  During evening hours, there is a 
    15% chance these doors 
  are closed.  They may also be closed in the event of a major 
  security breach—if Enclave Security is concerned about a 
  wandering murderer in town, for example, they may lock 
  this door down temporarily until the killer is secured.
  Any time this door is closed, it is considered locked 
  automatically, as the only formal means of controlling it is 
  the switch in Location 11 (see below).
  DE-GL-ELEV-2: Elevator Down
    A huge stone platform sits in the center of the elevator 
  complex.  As it moves up and down, you hear the deep 
  thrum of a massive mechanism somewhere underneath 
  the surface of the Enclave’s ground level, working hard 
  but effectively to ensure the platform safely traverses the 
  depths below.
  This leads to “Map 87: Elevator Up (DE-B1-EU)” on page 
  315.  
  During the daytime, when the elevator is constantly in 
  motion, PCs can expect easy passage up or down: simply 
  wait for the platform to ascend, wait for any passengers and 
  equipment to be loaded off, and then step onto the platform.
  The elevator typically makes a trip every 10 minutes; it takes 
  a full two minutes for the platform to go from one floor to 
  the other.
  DE-GL-ELEV-3: Elevator Guardrail
    A 4’ high stone enclosure partitions the elevator itself 
  from the courtyard that surrounds it.  
  This structure has been designed to not prevent visibility 
  from the outside, but to ensure all traffic onto and from the 
  elevator flows through the aperture to the south.
  The stone structure can be used as total concealment cover, 
  or to ensure a successful 
    Stealth check so long as those 
  from whom you are hiding are on the other side of the wall, 
  and at least 5’ away from it.
  DE-GL-ELEV-4: Guardpost Southwest
    The southwest corner of the courtyard is consumed by 
  a guardpost with stone walls and iron-barred windows 
  overlooking the rest of the structure.  Inside is a square 
  table laden with weaponry.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial 1H and
  Weapons: Martial Ranged
  DE-GL-ELEV-5: Guardpost Southeast
    Similar to its neighbor to the west, this guardpost bears 
  an empty barrel and a circular table holding weaponry.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial 1H and
  Weapons: Martial Ranged
  DE-GL-ELEV-6: Secret Entrance
  Read the following only if the secret door is discovered:
    Along the stone outer wall is a crevice that appears to 
  extend in a rectangle about a hidden aperture.  At your 
  insistent touch, a metal door creaks open.
  Access
  Secret Door
  Locks: Door, Secret, using Context C
  DE-GL-ELEV-7: Guardpost West
    This guardpost contains a privy in the southwest corner.  
  To its north is a long table lined with weaponry.  Chairs 
  make keeping a watchful eye over the elevator courtyard 
  a relaxing affair; to their south is another table with a 
  smaller cache of weaponry.
  
  184
  Ground Level
  Access
  Contents
  Long 
  Table
  (unprotected)
  Weapons: Martial 2H and
  Weapons: Martial Ranged
  Circular 
  Table
  (unprotected)
  Weapons: Martial 1H and
  Weapons: Martial Ranged
  DE-GL-ELEV-8: Firepit Northwest
    Nestled in the shade of the northwest corner of the 
  courtyard is a firepit.  To its east is an open container of 
  fresh water.  Reinforced steel doors lead to the southwest 
  and east.
  DE-GL-ELEV-9: Supply Post North
    This long rectangular structure smells musty, and a thin 
  layer of dust lines most items.  There is a huge array of 
  supplies stacked against the long walls; a rough path 
  between them can be squeezed through.
  Access
  Contents
  Long 
  Table
  (unprotected)
  Weapons: Martial 2H and
  Weapons: Martial Ranged 
  and
  Armor: Shields
  Casks 
  (5x)
  Container: 
  Barrel or Crate
  Alcohol: General, size 
  Medium
  Sacks 
  (12x)
  (unprotected)
  Rations & Prepared Food, 
  using Context B
  Crates 
  (2x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Large
  Chest
  Locks: Chest, 
  Simple, using 
  Context C
  Gems: Low and
  Coin Treasure: Moderate 
  and
  Weapons: Martial 1H, 
  using Context C
  DE-GL-ELEV-10: Firepit Southeast
    One of the several firepits on the outskirts of the 
  compound, this one appears very well-used, with a cask 
  of fresh water, a cauldron, and a few carts nearby.  A 
  steel door leads to the south.
  DE-GL-ELEV-11: Elevator Control
    A well-worn chair overlooks the courtyard to the west.  
  At the very south of this room is a control switch, its 
  handle smoothed through very frequent use.
  This switch controls the elevator in the courtyard, and is the 
  only formal means to do so from this zone. 
  An Enclave Guard is always stationed here, day and night.
  DE-GL-ELEV-12: Elevator Control Access
    This chamber is a kind of storage and foyer providing 
  access to the Elevator Control room to the east.  Inside 
  is a trio of sealed casks, an open barrel of fresh water in 
  the northwest corner, and a circular table with weapons.
  Two Enclave Guards are stationed in this room at night; 
  during the day, there is usually no need to keep this area 
  guarded.
  Access
  Contents
  Circular 
  Table
  (unprotected)
  Weapons: Martial Ranged
  Casks 
  (3x)
  Container: 
  Barrel or Crate
  Alcohol: General, size 
  Medium
  To the northwest is a secret door that links this chamber to 
  the supply room.  The door may be discovered from either 
  side, so the best means of sneaking into this room and past 
  the guards at nighttime is to come from the west, through 
  the secret door.
  Read the following only if the secret door is discovered:
    Along the stone wall separating the supply room from 
  the control chamber is a crevice that appears to extend 
  in a rectangle about a hidden aperture.  At your insistent 
  touch, a rough wooden door creaks open.
  Access
  Secret Door
  Locks: Door, Secret, using Context D
  
  185
  Ground Level
  Map 31: Blacksmith (DE-GL-BS)
  One square equals 5 ft.
  
  186
  Ground Level
  DE-GL-BS: Blacksmith
  Overview
  This building is workshop, sales floor, and residence for 
  Groob the blacksmith.
  Theme & Purpose
  This may be a more elaborate blacksmithy than the PCs are 
  used to seeing, both in terms of range of wares as well as 
  presentation.  
  The scale of Groob’s operation here is reflective of his role: 
  he outfits nearly all of the Enclave Security forces, so in 
  addition to the normal scope of what one might expect a 
  blacksmith to do in a city of this size, he has dozens of pieces 
  of work to sort through in a given month as a baseline.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-BS-1: Sales Entrance
    Massive, ornate steel doors sit between two bright 
  torches on the stone walls.
  This door is always kept unlocked and open during daylight 
  hours.  At night, it is closed and locked; Groob will see 
  customers in the evening only by appointment.
  DE-GL-BS-2: Arms & Armor Sales
    Bright, shiny armor and shields are displayed on tables 
  to the west.  To the east is an array of weaponry.
  Access
  Contents
  West 
  Table
  (unprotected)
  Armor: General, size Large 
  and
  Armor: Shields, size 
  Medium
  East 
  Table
  (unprotected)
  Weapons: Martial 1H, size 
  Large
  DE-GL-BS-3: Residence Door
    A tasteful grey curtain separates the residence from the 
  sales floor here.
  This door is always locked.  
  DE-GL-BS-4: Resting Table
    In the northwest corner of the residence quarters is a 
  circular table ringed with chairs.  
  DE-GL-BS-5: Prized Bench
    This long bench contains what appears to be the very 
  best equipment that the blacksmith has been working 
  on... his personal stash of combat gear.
  Access
  Contents
  Residence 
  Table
  (unprotected)
  Armor: Heavy and
  Armor: Shields and
  Weapons: Martial 1H 3x 
  and
  Weapons: Martial 
  Ranged, all using Context 
  C
  DE-GL-BS-6: Lockbox
    Against the table of prized possessions sits a locked 
  wooden chest.
  Access
  Contents
  Lockbox
  Locks; Chest, 
  Strongbox and
  Traps: 
  General, using 
  Context B
  Gems: Medium-Quality 
  and
  Coin Treasure: Moderate
  DE-GL-BS-7: Samples & Cabinets
    The north wall contains a privy next to an array of 
  cabinets, atop which sit some works in progress.
  Access
  Contents
  Cabinets 
  (2x)
  (unprotected)
  Clothing: General, size 
  Medium
  Cabinet 
  Tops (2x)
  (unprotected)
  Weapons: Simple, using 
  Context D
  DE-GL-BS-8: Weapon Sales
    The northern sales floor passage contains an array of 
  ranged weaponry to the north, and some additional 
  weapons to the south.
  Access
  Contents
  North 
  Table
  (unprotected)
  Weapons: Martial Ranged, 
  size Large
  
  187
  Ground Level
  Access
  Contents
  South 
  Table
  (unprotected)
  Weapons: Martial 2H, size 
  Large and
  Weapons: Martial 1H, size 
  Medium
  Corner 
  Table
  (unprotected)
  Weapons: Martial Ranged, 
  size Medium
  DE-GL-BS-9: Workshop Entrance
    A thick, fireproof heavy curtain separates the sales floor 
  from the workshop area.
  These doors are always locked.
  DE-GL-BS-10: Materiel Storage
    Massive oak casks are lined against the north and south 
  walls in this corridor.
  Access
  Contents
  North 
  Barrels 
  (7x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Medium
  South 
  Barrels 
  (6x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium, using Context B
  DE-GL-BS-11: Workshop
    Workbenches litter this area.  A stove sits to the 
  northeast.  An active firepit is against the southwest 
  wall; two barrels of water sit nearby.  In the southeast 
  corner is a locked chest; to its north is a huge wooden 
  crate topped with a scattering of cloth sacks.
  Access
  Contents
  Workbenches 
  (3x)
  (unprotected)
  Weapons: Light and
  Potions: Moderate, 
  using Context D
  Chest
  Locks; Chest, 
  Simple, using 
  Context C
  Writing Supplies, and
  Gems: Low
  Crate
  Container: 
  Barrel or 
  Crate
  Glasses, Metals, and 
  Woods, size Large
  Sacks (12x)
  (unprotected
  General Supplies, size 
  Medium, using Context 
  B
  DE-GL-BS-12: Workshop Entrance
    Massive steel doors appear not frequently used, based 
  on the lack of a worn path in the dirt of the courtyard 
  outside.
  These doors are always locked.  Groob will typically only use 
  this door to receive shipments of ore or other supplies, or to 
  load up a cart for a very large order.
  
  188
  Ground Level
  Map 32: Elevator Guardpost (DE-GL-EGS)
  One square equals 5 ft.
  
  189
  Ground Level
  DE-GL-EGS: Elevator Guardpost
  Overview
  This long structure overlooks the main entrance to the 
  Elevator Complex to the north.  
  Theme & Purpose
  This is a military structure.  As such there is little legitimate 
  reason for the PCs to be here at any time of day or night.  
  Intruders will be questioned pointedly, and either attacked 
  or arrested.
  During the daytime, this building will contain 
    1d4 
  Enclave Guards.  One of these will be located in the control 
  room at Location 5.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-EGS-1: West Entrance
    A massive steel door is locked between two rusted wall 
  sconces.
  This door is always kept locked.
  DE-GL-EGS-2: Southwest Equipment
    In the southwest corner of the building is a table laden 
  with weapons.  To its east is a circular table set with 
  some simple fare.
  Access
  Contents
  Weapons 
  Table
  (unprotected)
  Weapons: Martial 1H, size 
  Medium
  DE-GL-EGS-3: West Archery Supplies
    Against the south wall is a long table which contains a 
  number of weapons bearing the colors of the Enclave.
  Access
  Contents
  Archery 
  Table
  (unprotected)
  Weapons: Martial Ranged, 
  size Large and
  Weapons: Martial 1H
  DE-GL-EGS-4: Courtyard Windows
    The northern stone wall is dotted frequently with 
  windows which provide a good view of the courtyard and 
  elevator complex to the north.  Iron bars prevent access 
  but allow easy archery for those so inclined.
  DE-GL-EGS-5: Elevator Gate Control
    This square chamber houses a window to the north, steel 
  doors to the east and west, and a circular supplies table 
  in the southwest.
  Access
  Contents
  Gate Control 
  Table
  (unprotected)
  Weapons: Exotic 1H, 
  using Context C
  DE-GL-EGS-6: Control Switch
    A rusty but functional switch is set into the east stone 
  wall here.
  This switch controls the main gate to the Elevator Complex 
  to the north.  It is the only mechanism outside the Complex 
  that can be used to open and close that gate. 
  DE-GL-EGS-7: East Archery Supplies
    This table mirrors the one to the west.
  Access
  Contents
  Archery 
  Table
  (unprotected)
  Weapons: Martial Ranged, 
  size Large and
  Weapons: Martial 1H
  DE-GL-EGS-8: Southeast Equipment
    This corner is nearly identical to the one opposite the 
  structure.
  Access
  Contents
  Weapons 
  Table
  (unprotected)
  Weapons: Martial 1H, size 
  Medium
  DE-GL-EGS-9: East Entrance
    A massive steel door is locked between two rusted wall 
  sconces.
  This door is always kept locked.
  
  190
  Ground Level
  Map 33: Herbalist / Apothecary (DE-GL-HA)
  One square equals 5 ft.
  
  191
  Ground Level
  DE-GL-HA: Herbalist / Apothecary
  Overview
  Similar to some other establishments in town, this single 
  structure houses a residence, a sales floor, and a workspace 
  to produce.  
  Apart from Ulfgarre Thorngage, nobody typically ventures 
  beyond the sales area to the east.
  Theme & Purpose
  From time to time, if the volume of need is great, Ulfgarre 
  will employ helpers to assist in the central workspace.  Apart 
  from such assistance, there is no need for any customers or 
  employees to venture beyond the sales floor in the east.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-HA-1: Main Entrance
    These iron-banded doors somehow still feel welcoming, 
  owing likely to the ornate carvings that have been fitted 
  into the wood.
  During daylight hours, these doors are kept unlocked.  At 
  night, or if the shop is temporarily closed while Ulfgarre is 
  away, they are always locked.
  DE-GL-HA-2: Sales Floor
    Flasks, books, jugs, and other elaborate vessels litter the 
  long table that forms an entry way here.  To the west is a 
  smaller table containing a more clustered assortment of 
  potions and vials.
  Access
  Contents
  Long Table
  (unprotected)
  Potions: Moderate, size 
  Large, using Context B
  West Table
  (unprotected)
  Potions: Moderate, size 
  Medium, using Context B
  DE-GL-HA-3: Private Table
    Behind the long table is a nice wooden circular table, 
  intended to conduct business in a more intimiate setting 
  for highly-valued customers.
  Access
  Contents
  Private 
  Table
  (unprotected)
  Potions: Moderate, using 
  Context C
  DE-GL-HA-4: Storage
    Behind a solid steel door and privacy curtain is a musty 
  assortment of chests and casks.
  This door is always kept locked.
  Access
  Contents
  Cask
  Container: 
  Barrel or 
  Crate
  Alcohol: General, size 
  Medium, using Context C
  Chests (2x)
  Locks: Chest, 
  Strongbox
  Potions: Moderate, using 
  Context C and
  Gems: Semi-Precious and
  Coin Treasure: Moderate
  Sacks (2x)
  (unprotected)
  General Supplies
  DE-GL-HA-5: Workshop Entrance
    A thick privacy curtain barely hides a set of iron-banded 
  double doors which separates the sales floor to the east 
  from the workshop to the west.  
  These doors are always kept locked unless the main entrance 
  is locked; at night under these circumstances it may be 
  unlocked if Ulfgarre is working but needs to put completed 
  potions onto the sales floor for a time.
  DE-GL-HA-6: Workshop
    The air in this workshop is thick, foggy, and stings the 
  nostrils, as though the world’s most exotic and powerful 
  spices all hit your senses at once.  At one moment, you 
  might feel inotixcated; the next moment, you might feel 
  enraged... such is typical for a potion workfloor, you 
  assume!
  Although it is certainly disorienting and notable to 
  experience the mixture of effects described, none of them 
  has an impact to creatures in terms of game mechanics.
  DE-GL-HA-7: Workbenches Northeast
    A trio of workbenches and chairs occupies the northeast 
  corner of the workspace.  Each talbe is heavily laden 
  with scripts, vials, ingredients, daggers, books, and 
  other paraphrenalia, amidst the in-process potions being 
  concocted.
  Access
  Contents
  Workbench 
  (3x)
  (unprotected)
  Weapons: Simple and
  Potions: Moderate
  
  192
  Ground Level
  DE-GL-HA-8: Firepit
    In the northwest corner of the workshop is a raging 
  firepit.  The flames are at one moment tinged purple, the 
  next blue, and so on, through an exotic kaleidescope of 
  hues, presumably informed by the ingredients that are 
  mixed and heated herein.
  As with the general feel of the workshop, this is a 
  noteworthy phenomenon, but not one that impacts creatures 
  in a way that can be measured.
  DE-GL-HA-9: Privy Corner
    Amidst the scents and sensations of the rest of the 
  workshop, you hardly notice the privy in the southwest 
  corner.
  DE-GL-HA-10: Bookshelves
    A duo of bookshelves sits against the south wall; to their 
  left is a reading table laden with tomes.  To the east is a 
  stove, which looks as though it is used for a mixture of 
  arcane and mundane purposes.  North of the bookshelves 
  is a dining table set for a meal.
  Access
  Contents
  Bookshelf 
  (2x)
  (unprotected)
  Books: General, size 
  Medium
  Book Table
  (unprotected)
  Books: General, using 
  Context C
  Dining 
  Table
  (unprotected)
  Rations & Prepared Meals, 
  using Context B
  DE-GL-HA-11: Residence Entrance
    A privacy curtain, smaller and grimier than the one that 
  leads to the sales floor, hides a reinforced wooden door 
  that leads west.
  This door is always kept locked.
  DE-GL-HA-12: Residence Chamber
    This appears to the be herbalist’s residence.  An array of 
  bedroom furniture sits against the outskirts of the room; 
  the central area is open but for a fine rug.
  DE-GL-HA-13: Reading Tables
    In the southwest corner of the residence is a bed, flanked 
  by a writing desk, a cabinet, and a reading desk.
  Access
  Contents
  Writing 
  Desk
  (unprotected)
  Writing Supplies, using 
  Context C
  Reading 
  Desk
  (unprotected)
  Books: General, using 
  Context C
  Cabinet
  (unprotected)
  Clothing: General
  
  193
  Ground Level
  Map 34: Elder Residence 7 (DE-GL-ER7)
  One square equals 5 ft.
  
  194
  Ground Level
  DE-GL-ER7: Barksel Ferubrankcht’s Residence
  Overview
  Barksel Ferubrankcht lives and entertains here.
  Theme & Purpose
  This is the private residence of a Council Elder.  Although 
  Barksel rarely entertains, he inherited the establishment 
  from one who did.  The mud caking his floors is clear 
  indication of his relative neglect compared to his peers.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-ER7-1: Main Entrance
    These iron-banded wooden double doors are flanked by 
  rusty sconces.
  This entrance is opened when Barksel is entertaining, and 
  during daylight hours when he is home.
  DE-GL-ER7-2: Foyer
    A mud-speckled stone foyer greets you.  Curtained double 
  doors lead to the north and west.
  These doors have no lock and swing freely in both directions.
  DE-GL-ER7-3: Dining Hall
    Dirt and mud stain most parts of this dining hall.  
  Sideboards are located in the northwest, north, and 
  southeast.  Double doors lead to the northeast, south, and 
  southwest.
  The northeast doors lead to the bedchamber and are locked if 
  Barksel is not home, or if he is home and entertaining guests.
  Access
  Contents
  Sideboard 
  (3x)
  (unprotected)
  Simple Foodstuffs and
  Weapons: Light, using 
  Context D
  DE-GL-ER7-4: Sitting Room
    Unlike most other chambers in the residence, this 
  room bears hardly any dirt or mud on its floors.  It 
  does, however, have a film of dust atop every surface.  
  Bookshelves line the walls to the southwest. 
   
  Doors lead to rooms to the east, north, and northwest.
  Barksel has no interest in this room, and has barely ever set 
  foot in it.
  Access
  Contents
  Bookshelf 
  (2x)
  (unprotected)
  Books: General
  DE-GL-ER7-5: Kitchen
    This very cozy kitchen houses a stove, several sacks, a 
  firepit, and a cutting table.
  Access
  Contents
  Sacks (4x)
  (unprotected)
  Simple Foodstuffs
  Workbench
  (unprotected)
  Weapons: Light, using 
  Context D
  DE-GL-ER7-6: Kitchen Storage
    This musty sliver of a room houses sacks, a crate, and 
  barrels aplenty.
  Access
  Contents
  Sacks (4x)
  (unprotected)
  Simple Foodstuffs
  Crate
  Container: 
  Crate or 
  Barrel
  General Supplies, size 
  Large
  Barrels 
  (4x)
  Container: 
  Crate or 
  Barrel
  Alcohol: General, size 
  Medium
  DE-GL-ER7-7: Bedchamber
    This room is filthy: dirt and mud cake the floor and 
  chairs in layers.  A large bed sits in the northwest of the 
  room; chairs and a writing desk occupy the eastern edge.  
  A circular table, dented and nicked, is in the southwest.
  Access
  Contents
  Writing 
  Desk
  (unprotected)
  Writing Supplies
  DE-GL-ER7-8: Closet
    A dusty closet is hapzardly occupied by a privy and 
  washbasin, a desk, and a large cabinet.  A pile of dirty 
  clothes and a locked chest sit in the northern corner.
  Access
  Contents
  Cabinet
  (unprotected)
  Clothing: General, size 
  Medium
  Clothing 
  Pile
  (unprotected)
  Clothing: General, size 
  Medium
  
  195
  Ground Level
  Access
  Contents
  Chest
  Locks: Chest, 
  Simple
  Clothing: General, using 
  Context C and
  Weapons: Light, using 
  Context C
  DE-GL-ER7-9: Secret Exit
  Read the following only if the secret door is discovered:
    Along the stone wall is a crevice that appears to extend 
  in a rectangle about a hidden aperture.  At your insistent 
  touch, a rough wooden door creaks open.
  Access
  Secret Door
  Locks: Door, Secret, using Context B
  
  196
  Ground Level
  Map 35: Elder Residence 6 (DE-GL-ER6)
  One square equals 5 ft.
  
  197
  Ground Level
  DE-GL-ER6: Usborn Tossercobb’s Residence
  Overview
  Usborn Tossercobb lives and entertains here.
  Theme & Purpose
  This is the private residence of a Council Elder.  
  It’s also used for entertaining, and in that capacity, could 
  be viewed as a component of the statecraft that keeps the 
  Enclave functioning properly.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-ER6-1: Main Entrance
    Beautifully-crafted wooden double doors are banded in 
  a shiny metal.  At first, you mistake it for mithril; it is 
  upon closer examination just a very polished steel.
  These doors are rarely locked except for when Usborn turns 
  in for the night to sleep
  DE-GL-ER6-2: Foyer
    A marble floor is the highlight of this simple chamber, 
  with a curtained door leading northwest.
  The doors to the northwest bear no lock, and swing freely to 
  north or south.
  DE-GL-ER6-3: Western Hall
    A chequered stone floor leads visitors from the foyer to 
  other doors.  Potted plants interspersed with chairs line 
  the western wall, which also features large windows.  
  The eastern wall houses four bookshelves surrounding 
  a set of double doors which lead to the east.  A steel-
  banded door leads to the north.
  The simple double doors that lead to the Dining Hall of 
  Location 4 (see below) bear no lock.
  Access
  Contents
  Bookshelves 
  (4x)
  (unprotected)
  Books: General, using 
  Context B
  DE-GL-ER6-4: Dining Hall
    This large chamber is devoid of any dust, and brightly lit 
  via a myriad of candles.  Sideboards, chairs, and potted 
  plants speckle the surrounding walls.  A set of double 
  doors leads to the kitchen to the southeast.
  Access
  Contents
  Sideboard 
  (5x)
  (unprotected)
  Simple Foodstuffs and
  Weapons: Light, using 
  Context D
  DE-GL-ER6-5: Kitchen
    Casks, a crate, an assortment of sacks, a firepit, a stove, 
  and even a privy are all crammed into this stone-floored 
  chamber.  A small window leads to the south.
  Access
  Contents
  Sacks (8x)
  (unprotected)
  Simple Foodstuffs
  Crate
  Container: 
  Barrel or 
  Crate
  General Supplies, size 
  Medium
  Casks (3x)
  Container: 
  Barrel or 
  Crate
  Alcohol: General, using 
  Context C, size Medium
  DE-GL-ER6-6: Bedchamber
    The northern chamber is the owner’s bedchamber.  A 
  large bed sits in the northeast corner; to its south is a 
  table and a locked chest.  West of that is a writing desk, 
  a dressing desk, a clothing cabinet, and a circular eating 
  table.  A washbasin sits against the north wall west of 
  the bed.
  Access
  Contents
  Chest
  Locks: Chest, 
  Simple
  Gems: High-Quality, using 
  Context D and
  Potions: General
  Writing 
  Desk
  (unprotected)
  Writing Supplies, using 
  Context D
  Dressing 
  Desk
  Locks: 
  Furniture, 
  Simple
  Gems: Semi-Precious and
  Weapons: Light, using 
  Context C
  Cabinet
  Locks; 
  Furniture, 
  Simple
  Clothing: General, size 
  Medium
  
  198
  Ground Level
  Map 36: Sage (DE-GL-SG)
  One square equals 5 ft.
  
  199
  Ground Level
  DE-GL-SG: Sage
  Overview, Theme & Purpose
  This is Allaha Gorrut’s residence and workplace.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-SG-1: Main Entrance & Entry 
  Foyer
    Steel doors carved in what appear to be miscellaneous 
  runes and whorls bar entry here.  Almost uniquely 
  amongst the buildings in the Enclave, there do not 
  appear to be any scones or other lighting outside to 
  denote an entrance. 
   
  Inside, dim light illuminates a textured marble floor.  A 
  curtained double door leads further within the building 
  to the southwest.
  The outer doors are always unlocked; Allaha unlocks the 
  inner doors when expecting customers.
  DE-GL-SG-2: North Hall
    Chequered flooring invites entrance deeper within.  Two 
  urns sit atop low pedestals on opposite sides of the room 
  to the east and west.  A potted plant sits in an alcove to 
  the northwest.  A curtained steel door leads southeast.
  The curtained door is typically unlocked, and mainly serves 
  to stem the flow of customers during busy times.
  The urns are empty, and purely ornamental in nature.
  Read the following only if the secret door to the northwest is 
  discovered:
    Behind the plant is a section of stone wall that gives 
  under your touch.  It seems a thin layer of stone facade 
  has been pasted onto a wooden door, which swings freely 
  now to reveal the 
  Access
  Secret Door
  Locks: Door, Secret, Perception only (no 
  lock)
  DE-GL-SG-3: South Hall
    The chequered flooring from the north hall continues 
  here.  Atop low pedestals to the east and west are a 
  necklace and a pale green bottle wrapped in leather.  To 
  the south, a similar pedestal hosts a faded green shield. 
   
  A curtained wooden door leads southwest; just to its 
  north is a stone door which leads to its northwest.
  The southwest double door bears no lock and swings freely 
  to the west.  
  The stone door is always locked unless Allaha is welcoming 
  visitors for a private session in the Central Chamber (see 
  Location 5 below).
  DE-GL-SG-4: Central Chamber Foyer
    The floor here is a glossy marble, polished and clean.  A 
  font of water sits against the west wall.  Sconces blaze 
  with dim, shifting light to the east and west. 
   
  A set of ornate grey stone doors lead north.
  The north stone doors are always locked unless Allaha is 
  welcoming visitors.  
  DE-GL-SG-5: Central Chamber
    This octagonal chamber is large, but feels intimate, 
  almost claustrophobic.  The blackened marble 
  underneath your feet is streaked with threads of white 
  and grey.  To the east and west are braziers which 
  emit a pale white smoke whose pleasant, spicy scent is 
  pervasive in the chamber. 
   
  In the center is a simple, undecorated wooden table 
  ringed in chairs.  Atop its center is a blackened sphere 
  of pure crystal which is nestled in a wooden cradle.  
  Surrounding this table are four pillars. 
   
  Against the north wall is a sideboard bearing a silver 
  plate.  Atop it, and clustered near the braziers and south 
  entrance, are candles whose flickering hues give the 
  entire chamber an eerie feel.
  Despite the appearance and feel, this room contains no 
  magical effects or objects.  The sideboard holds only 
  mundane plates, used by Allaha to hold personal effects of 
  those her clients wish her to connect with.
  Read the following only if the secret door to the northwest is 
  discovered; Allaha uses this to disappear for dramatic effect 
  if needed:
    The stone wall in the northwest corner conceals a secret 
  wooden door which swings open away from you. 
  Access
  Secret Door
  Locks: Door, Secret, using Context C, 
  Perception only (no lock)
  DE-GL-SG-6: Chamber Controls
    Against the southwest wall is a set of colored switches: 
  blue and purple.
  The blue switch toggles the fires within the braziers, which 
  
  200
  Ground Level
  can be used to stem or amp up the flow of incense and 
  smoke.  The purple switch locks and unlocks the doors to the 
  south of the Central Chamber.
  Attempts to detect the secret door that leads to the Central 
  Chamber receive a +5 circumstance bonus if coming from 
  this direction, as the bedchamber has no smoke, and the door 
  from this side is not nearly as well-hidden as it is from the 
  chamber.
  DE-GL-SG-7: Bedchamber
    This bedchamber is expansive and well-lit, thanks to tall 
  windows in the north wall.  A privy is next to a writing 
  desk and a washbasin against the west wall.  To its north 
  is a pile of pillows and a working desk piled with notes 
  and quills and scrolls.  A large bed sits against the east 
  wall, with a reading nook to its north.  A cabinet is to the 
  south of the bed, and next to it is a locked chest.  Casks 
  sit to the southwest, near the curtained door that leads 
  south.  
  Access
  Contents
  Writing 
  Desk
  (unprotected
  Writing Supplies, using 
  Context C
  Casks (2x)
  Container: 
  Crate or Barrel, 
  using Context D
  Alcohol: General, size 
  Medium
  Cabinet
  Locks: 
  Furniture, 
  Simple
  Clothing: General, size 
  Medium, using Context C
  Chest
  Locks: Chest, 
  Strongbox, 
  using Context B
  Potions: Moderate and
  Coin Treasure: Moderate
  DE-GL-SG-8: Reading Nook
    A pleasant reading nook has been created to the north of 
  the bed.  A comfortable chair looks out on the courtyard 
  through a tall window.
  DE-GL-SG-9: Backstage Area
  This simple region is used by Allaha to prepare for 
  performances in the room to the south.  The bedchamber 
  doors are always locked.
  DE-GL-SG-10: Performance Font
    A large fountain of water occupies most of the space in 
  this area.  To the north is a thick black curtain.
  The font contains mundane, but clean, water.
  DE-GL-SG-11: Viewing Benches
    Two rows of benches allow for a dozen people to sit here.  
  Cabinets sit to the west and northeast.  Curtains veil the 
  windows against the south wall.
  The cabinets are empty, but can be used to store personal 
  effects of spectators.
  
  201
  Ground Level
  Map 37: Elder Residence 3 (DE-GL-ER3)
  One square equals 20 ft.
  
  202
  Ground Level
  DE-GL-ER3: Trotysse Airdarr’s Residence
  Overview
  Trotysse Airdarr lives and entertains here.
  Theme & Purpose
  This is the private residence of a Council Elder.  
  It’s also used for entertaining, and in that capacity, could 
  be viewed as a component of the statecraft that keeps the 
  Enclave functioning properly.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-ER3-1: Main Entrance & Foyer
    Well-crafted wooden double doors are banded in steel.  
  Fine wall sconces with fresh torches flank the doors to 
  either side. 
   
  Within, a marble floor is the highlight of this simple 
  chamber, with curtained doors leading north and east.
  The entry doors are rarely locked except for when Trotysse 
  turns in for the night to sleep.
  The curtained doors to the north and east bear no lock 
  and swing freely in both directions.  This does mean that 
  Trotysse has no means of securing his Bedchamber (see 
  Location 2, below) from the rest of the house.
  DE-GL-ER3-2: Bedchamber
    A well-lit, clean room serves as private quarters for 
  the owner.  A large bed, washbasin, dressing desk, two 
  tables, two cabinets, a chest, and a small bookshelf are 
  arranged to make the most of the space inside.
  Access
  Contents
  Dressing 
  Desk
  (unprotected)
  Writing Supplies
  Cabinets 
  (3x)
  Locks: 
  Furniture, 
  Simple, using 
  Context D
  Clothing: General, size 
  Medium
  DE-GL-ER3-3: Reading Nook
    A comfortable, well-lit corner allows relaxing reading 
  next to the bookshelf.  To the east, a locked chest sits at 
  the foot of the bed.
  Access
  Contents
  Chest
  Locks: Chest, 
  Simple
  Gems: Semi-Precious and
  Coin Treasure: Moderate 
  and
  Weapons: Light, using 
  Context C
  Bookshelf
  (unprotected)
  Books: General, using 
  Context D
  DE-GL-ER3-4: Dining Hall
    This expansive chamber is meticulously clean.  
  Sideboards, chairs, and potted plants are placed against 
  the surrounding walls.  A simple wooden door leads to 
  the kitchen to the northeast.
  Access
  Contents
  Sideboard 
  (3x)
  (unprotected)
  Simple Foodstuffs
  Bookshelf
  (unprotected)
  Books: General, using 
  Context B
  DE-GL-ER3-5: Kitchen
    A very cramped triangle of stone-floored space serves as 
  the house’s kitchen.  It sports a privy, food-preparation 
  table, stove, firepit, and a few sacks.
  Access
  Contents
  Sacks (2x)
  (unprotected)
  Simple Foodstuffs
  Food-Prep 
  Table
  (unprotected)
  Weapons: Light, using 
  Context D
  DE-GL-ER3-6: Storage
    A musty, dim room hosts an array of barrels, crates, and 
  sacks for long-term storage.
  Access
  Contents
  Barrels 
  (4x)
  Container: 
  Barrel or 
  Crate
  Alcohol: General, size 
  Medium, using Context B
  Sacks (6x)
  (unprotected)
  Simple Foodstuffs
  Crates (2x)
  Container: 
  Barrel or 
  Crate
  General Supplies, size 
  Large
  
  203
  Ground Level
  Map 38: Tailor (DE-GL-TL)
  One square equals 5 ft.
  
  204
  Ground Level
  DE-GL-TL: Tailor’s Shop
  Overview, Theme & Purpose
  This is Forsythar’s residence and workplace.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Simple; closed and locked 
  when encountered
  Areas of Interest
  DE-GL-TL-1: Entrance
    Steel-banded wooden doors admit entry to the 
  northwest. They are flanked by polished-brass sconces lit 
  with fresh torches.
  Access
  Entry 
  Doors
    Locks: Door, Reinforced; open during 
  the daytime; closed and locked at night
  DE-GL-TL-2: Sales Floor
    Bright, opulent colors assault your gaze from every 
  direction.  A long table occupies the center of the room; 
  atop it is arrayed a wide variety of bolts of cloth and silk.  
  To the southwest is a smaller table laden with fabrics and 
  finished hats.  The northwest table contains garments in 
  various stages of completion.   
   
  To the northwest and northeast, curtained wooden doors 
  lead northward.
  The northwest door leads to the Residence Chamber (see 
  Location 4 below); the northeast door leads to Storage (see 
  Location 3 below); neither is locked during daytime hours 
  unless Forsythar steps out for a time.
  DE-GL-TL-3: Storage
    For a storage chamber, this room is remarkably clean, 
  and smells a bit like wood and cloth but not of must or 
  dust.  Clothing lies piled in a heap on the center of the 
  floor.  Against the north wall are arrayed casks; to their 
  southwest and east are canvas sacks.  Two crates laden 
  with bolts of cloth and a chest complete the room.
  Access
  Contents
  Casks (5x)
  Container: 
  Crate or Barrel, 
  using Context D
  Alcohol: General, size 
  Medium, using Context C
  Crates (2x)
  Container: 
  Crate or Barrel
  Textiles: General, size 
  Large, using Context C
  Access
  Contents
  Sacks (4x)
  (unprotected)
  Textiles: General, using 
  Context C
  Chest
  Locks: Chest, 
  Strongbox, 
  using Context D
  Gems: Low and
  Coin Treasure: Moderate
  Crate Top
  (unprotected)
  Clothing: General, size 
  Medium, using Context C
  DE-GL-TL-4: Residence Chamber
    The northwest of the building is the owner’s residence 
  quarters.  It consists of three large cabinets, a dressing 
  desk, a privy and washbasin, a sideboard cabinet, a bed, 
  and numerous pillows.
  Access
  Contents
  Cabinets 
  (3x)
  Locks: 
  Furniture, 
  Simple
  Clothing: General, size 
  Medium, using Context C
  Sideboard
  Locks: 
  Furniture, 
  Simple
  Clothing: General, size 
  Medium, using Context C
  Dressing 
  Desk
  (unprotected)
  Writing Supplies
  
  205
  Ground Level
  Map 39: General Store (DE-GL-GS)
  One square equals 5 ft.
  
  206
  Ground Level
  DE-GL-GS: General Store
  Overview, Theme & Purpose
  This is the residence and workplace of Seddyn. 
  Doing Business: Options
    At the GM’s discretion, Seddyn may make available items 
  for sale far beyond the values described.  This would 
  typically be a good option to consider at higher levels 
  of difficulty, in scenarios where you wish to make the 
  Enclave an option for resupply. 
   
  Even so, however, it is suggested to cap these values as 
  follows, depending on the challenge band the PCs are 
  adventuring at:
    250 gp / masterwork quality
    1,000 gp / +1 enhancement value
    2,500 gp / +2 enhancement value
    5,000 gp / +3 enhancement value
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-GS-1: Northeast Entrance
    These massive steel doors admit entry to the southwest.  
  On either side is a brightly-lit torch sconce.
  Access
  NE 
  Entrance
    Locks: Door, Reinforced; using Context C; 
  closed and unlocked during the daytime; closed 
  and locked when encountered at night or when 
  Seddyn is not in the building
  DE-GL-GS-2: North Hall
    These chequered floors have seen a lot of use; they 
  are faded in the center.  The hallway leads west; along 
  its north wall can be found an array of windows, 
  bookshelves, and sideboard cabinets.
  Access
  Contents
  Bookshelves 
  (5x)
  (unprotected)
  Books: General, using 
  Context D
  Access
  Contents
  Sideboards 
  (2x)
  Locks: Furniture, 
  Simple
  General Supplies, 
  using Context D
  DE-GL-GS-3: East Sales Floor
    This rectangular room hosts thin, flimsy floorboards.  A 
  threadbare rug is centered in the space.  To the south, 
  steel doors bar entry behind a discreet brown curtain.
  The doors to the south are always locked.
  DE-GL-GS-4: East Sales Inventory
    An array of relatively cheap materiel is on display here.
  All mundane items of individual value under 25 gp can be 
  found for sale here.  All containers depicted are unlocked and 
  may be opened freely by customers to peruse what’s inside.
  DE-GL-GS-5: High-End Sales Floor
    This room is richly scented, and bears new, thick, cherry 
  flooring.  Comfortable sofas are scattered around its 
  perimeter, and curtained windows admit a great deal of 
  favorable light.  This is clearly a space for conducting 
  business on a higher level than in the chamber to the 
  north.
  Seddyn uses this space exclusively to conduct high-end 
  business.  
  If he finds anyone in this space without his permission or 
  intent, he will call the guards immediately, and may even 
  attack them himself.
  DE-GL-GS-6: High-End Merchandise
    This region hosts the rare and beautiful, clearly among 
  the most prized treasures of the shopkeeper’s inventory.
  An array of items may be found here.  Use Seddyn’s “Doing 
  Business” profile to determine what is available for 
  purchase.
  If the PCs have sold valuable magical items to Seddyn in 
  association with his Quest (p 552), they will likely be on 
  display here.
  DE-GL-GS-7: Storage
    This chamber smells of must, smoke, and stone.  Crates, 
  bags, a workbench, and a firepit for smelting may be 
  found here.
  Access
  Contents
  Crates (3x)
  Container: 
  Barrel or 
  Crate
  General Supplies, size 
  Medium, using Context C
  Sacks (5x)
  (unprotected)
  General Supplies
  
  207
  Ground Level
  Access
  Contents
  Chests (2x)
  Locks: Chest, 
  Strongbox
  Gems: High-Quality and
  Coin Treasure: Moderate, 
  using Context C
  Cask
  Container: 
  Barrel or 
  Crate
  Alcohol: General, size 
  Medium, using Context C
  Read the following only if the secret door to the southwest is 
  discovered:
    Behind the firepit, a region of stone wall gives slightly 
  to your touch.  Pressing harder, you discover a banded 
  wooden door set into the facade of plaster colored to 
  resemble the stonework of the rest of the chamber.
  Access
  Secret Door
  Locks: Door, Secret, using Context C
  DE-GL-GS-8: Center Sales Floor
    This large room appears to contain merchandise of 
  moderate value.  Tables laden with wares for sale form a 
  “U” shape around the center into which customers might 
  wander.
  Any mundane items of between 26 gp and 50 gp in base 
  value may be found here.
  DE-GL-GS-9: Center Sales Floor East
  Crouching here grants a +2 circumstance bonus to 
    
  Stealth or related attempts to hide from those in the hallway 
  to the north, or in the center of the “U” of the room.
  DE-GL-GS-10: Center Sales Floor West
  If Seddyn is present, he will be located here, hawking wares.
  DE-GL-GS-11: West Sales Floor
    This square chamber appears to contain merchandise 
  of high quality.  Tables laden with wares for sale form a 
  “U” shape around the center into which customers might 
  wander.
  Any mundane items of between 51 gp and 100 gp in base 
  value may be found here.
  DE-GL-GS-12: West Sales Floor South
  If Seddyn is present in this room, he will be located here, 
  hawking wares.
  DE-GL-GS-13: West Hall
    This hallway serves to bring the hall from the north 
  down to the residence entrance to its south.  
  The residence entrance is always locked.
  Access
  Contents
  Bookshelves 
  (2x)
  (unprotected)
  Books: General, using 
  Context D
  DE-GL-GS-14: Residence Chamber
    This large chamber serves as the residence and 
  bedchamber of the owner.  Furniture includes a lockied 
  chest at the foot of the small bed, a sideboard, a storage 
  cabinet, privy and washbasin, bookshelf, dressing and 
  writing desks, and two circular tables.
  Access
  Contents
  Chest
  Locks: Chest, 
  Strongbox and
  Traps: 
  General
  Weapons: Light, using 
  Context C and
  Gems: High-Quality
  Cabinet
  (unprotected)
  Clothing: General, using 
  Context C
  Bookshelf
  (unprotected)
  Books: General, using 
  Context C
  Dressing 
  Desk
  Locks: 
  Furniture, 
  Simple
  Gems: Low and
  Coin Treasure: Moderate
  Writing 
  Desk
  (unprotected)
  Writing Supplies, using 
  Context C
  DE-GL-GS-15: Secret Escape Door
  Behind the potted plant lies a secret door that connects the 
  residence to the storage room.  As both the storage room and 
  the high-end sales floor beyond it contain high-quality items 
  for defense and attack, Seddyn’s intent is to use this door in 
  an emergency if he is surprised in the middle of the night.
  
  208
  Ground Level
  Map 40: Elder Residence 1 (DE-GL-ER1)
  One square equals 5 ft.
  
  209
  Ground Level
  DE-GL-ER1: Gallainne Estarch’s Residence
  Overview
  Gallainne Estarch lives and entertains here.
  Theme & Purpose
  This is the private residence of a Council Elder.  
  It’s also used for entertaining, and in that capacity, could 
  be viewed as a component of the statecraft that keeps the 
  Enclave functioning properly.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-ER1-1: Main Entrance
    Well-crafted wooden double doors are reinforced with 
  embossed iron bands.  Wall sconces with half-burnt 
  torches flank the doors to either side.
  The entry doors are always locked, even when Gallainne is 
  entertaining; she or a servant will come to the door to open 
  or close for any entering or departing guests.
  DE-GL-ER1-2: Foyer
    A marble floor is the highlight of this simple chamber, 
  well-lit from windows to the northwest and southeast.  
  Curtained double doors lead to the northwest and south.
  The sets of double doors bear no lock, and swing freely in 
  both directions.
  DE-GL-ER1-3: North Hall
    A chequered stone floor leads visitors from the foyer 
  along the northern edge of the building.  Windows, broad 
  and tall, line the northern wall  To the west, a set of 
  wooden double doors leads southwest.
  These doors bear no lock.
  DE-GL-ER1-4: Dining Hall
    This large chamber is very clean.  Sideboards, chairs, 
  and potted plants speckle the surrounding walls.  Double 
  doors lead to the northeast and to the kitchenin the east.
  Access
  Contents
  Sideboard 
  (4x)
  (unprotected)
  Simple Foodstuffs, using 
  Context B and
  Weapons: Light, using 
  Context B
  DE-GL-ER1-5: Kitchen
    This square chamber has a stone floor for safety reasons.  
  In the southwest corner is a small but well-built stove; to 
  its east is a food-prep table.  The northern edge contains 
  an array of casks; to their east is a neglected firepit.  To 
  the south of the firepit is a stack of canvas bags.  A privy 
  sits in the northwest corner.  Wooden double doors lead 
  to the west and southeast.
  The two sets of double doors lack any lock.
  Access
  Contents
  Sacks (8x)
  (unprotected)
  Simple Foodstuffs, size 
  Medium, using Context B
  Crates (2x)
  Container: 
  Barrel or 
  Crate
  General Supplies, size 
  Large
  Casks (4x)
  Container: 
  Barrel or 
  Crate
  Alcohol: General, using 
  Context B, size Medium
  Open Cask
  (unprotected)
  Alcohol: General, using 
  Context D, size Medium
  DE-GL-ER1-6: Reading Hall
    A massive chamber with chequered slate floors occupies 
  the entire southeast region of the building.  Bookshelfs 
  and comfortable chairs surround the centerpiece of the 
  room: a long table topped with many tomes of varying 
  size, circled by outward-facing sitting chairs.  Double 
  doors lead to the north and northwest, and a curtained 
  single door leads to the southwest.
  The southwest single door is always locked.
  Access
  Contents
  Long Book 
  Table
  (unprotected)
  Books: General, using 
  Context D, 8x
  Bookshelves 
  (6x)
  (unprotected)
  Books: General, using 
  Context B
  DE-GL-ER1-7: Bedchamber Entrance
    A wedge-shaped room serves as the residence’s 
  bedchamber.  A large bed sits against the sloped 
  southwest wall, in between two tables bearing simple 
  food and cutlery.  Against the southeastern wall is a set 
  of bookshelves.
  
  210
  Ground Level
  Access
  Contents
  Bookshelves 
  (2x)
  (unprotected)
  Books: General, using 
  Context D
  Tables (2x)
  (unprotected)
  Weapons: Light, using 
  Context D
  DE-GL-ER1-8: Private Reading Space
    The north half of the bedchamber is dedicated to working 
  and relaxing: another two bookshelves sit next to a 
  potted plant in the northwest.  Two large rectangular 
  tables topped with tomes bisect the room; to their 
  northeast is an octagonal table bearing food.  To the west 
  is a set of curtained double doors.
  The doors to the west bear no lock, and swing closed on 
  springs when not held open.
  Access
  Contents
  Bookshelves 
  (2x)
  (unprotected)
  Books: General, using 
  Context B
  Book Tables 
  (2x)
  (unprotected)
  Books: General, using 
  Context B
  DE-GL-ER1-9: Closet
    This large closet seems a hybrid of typical closet and 
  clothing storage, and a military warehouse.  A privy sits 
  in the northeast corner; to its west are two wardrobes 
  topped with combat gear and food.  Against the 
  northwestern edge is a washbasin; to its southeast is a 
  large table laden with weaponry.  A dressing desk sits in 
  the southeast corner.
  Access
  Contents
  North 
  Wardrobes 
  (2x)
  Locks: 
  Furniture, 
  Simple
  Clothing: General, size 
  Medium, using Context B
  North 
  Wardrobe 
  Tops (2x)
  (unprotected)
  Armor: Shields and
  Weapons: Martial Ranged
  Dressing 
  Desk
  Locks: 
  Furniture, 
  Simple
  Gems: Low and
  Writing Supplies
  Weapons 
  Table
  (unprotected)
  Weapons: Martial 1H, size 
  Medium
  
  211
  Ground Level
  Map 41: Forest Temple (DE-GL-FT)
  One square equals 5 ft.
  
  212
  Ground Level
  DE-GL-FT: Forest Temple
  Overview
  One of two non-denominational structures of worship in the 
  Druid Enclave, the Forest Temple is the larger and more 
  complex, even offering space for private worship for a fee.
  Theme & Purpose
  This is a religious structure, intended for solace and focus.  A 
  group of armed and heavily-equipped adventurers might be 
  looked at a bit oddly, particularly if they are poking around 
  where they really have no reason to be.
  A Place of Worship
  During daytime hours, there is a 
    20% chance that 
   1d6 
  Enclavefolk will be present in Location 12, heads down in 
  prayer.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Simple; closed and 
  unlocked when encountered
  Areas of Interest
  DE-GL-FT-1: Main Entrance
    Steel doors carved in airy script and scenes admit 
  entrance from the east.
  These doors are never locked unless the entire temple is shut 
  down for some reason.
  DE-GL-FT-2: Entry Foyer
    Polished marble floors greet visitors in this square 
  chamber.  Ornate pillars stand at the north and south; 
  to their west is a small font of fresh water.  Curtained 
  wooden doors lead to the west, northeast, northwest, 
  southeast, and southwest.
  None of these doors bears a lock, and swing freely and 
  quietly.
  DE-GL-FT-3: Northeast Hall
    Well-worn chequered floors lead in a semicircle around 
  the northeast edge of the building.  Alongside broad 
  windows that admit a host of light, benches are available 
  along the interior wall.  Opposing them are a few empty 
  bookshelves.  The western terminus of the hallway is a 
  reinforced curtained door.
  Access
  North Hall 
  Door
    Locks: Door, Reinforced, using Context 
  D; closed and locked when encountered
  DE-GL-FT-4: Northwest Hall
    The chequered floor from the east continues here, as 
  do the benches and bookshelves.  The western end of 
  the hallway appears to be a nice reading nook, with 
  comfortable chair and a trio of potted plants basking in 
  the light of the broad and tall window in the northwest.
  Read the following only if the secret door to the southwest 
  end of the hallway is discovered:
    Behind the plants, you discover a portion of the stone 
  wall that gives way to your touch.  A reinforced wooden 
  door leads to the south.
  Access
  Secret Door
  Locks: Door, Secret, using Context D
  DE-GL-FT-5: Storage
    This dirt-floored storage area smells of dust.  Casks, a 
  crate, canvas sacks, and a locked chest are all stored 
  against the eastern wall here.  To the south of a set of 
  stone double doors is a control switch.
  Attempts to detect and/or open either of the secret doors 
  to the north and south receive a +5 circumstance bonus to 
  the check from this direction, as they are not particularly 
  obfuscated.
  The switch controls the double doors; flipping the switch 
  closes and opens them automatically.  The profile below 
  reflects the doors when they are closed, without having 
  access to the switch:
  Access
  Stage Door
  Locks: Door, Stronghold
  Storage containers hold the following contents:
  Access
  Contents
  Casks (5x)
  Container: 
  Barrel or 
  Crate, using 
  Context D
  Alcohol: General, size 
  Medium
  Crate
  Container: 
  Barrel or 
  Crate, using 
  Context B
  General Supplies, size 
  Large
  Sacks (3x)
  (unprotected)
  Rations & Prepared Food, 
  using Context D
  Chest
  Locks: Chest, 
  Simple
  Coin Treasure Moderate, 
  using Context D
  
  213
  Ground Level
  DE-GL-FT-6: Southeast Hall
  This hallway is identical to the Northeast Hall in Location 3 
  above.
  DE-GL-FT-7: Southwest Hall
  This hallway is identical to the Northwest Hall in Location 
  4 above.
  DE-GL-FT-8: South Private Foyer
    An elaborate tiled floor fills this rectangular foyer, which 
  leads to curtained double doors to the west.  Other 
  than an array of half-pillars around the perimeter of 
  the chamber, a potted plant and a rug in front of each 
  doorway are the only items in this room.
  The curtained western doors are locked whenever anyone is 
  inside the room to the west.
  DE-GL-FT-9: North Private Foyer
  This region is identical to the South Private Foyer in 
  Location 9 above.
  DE-GL-FT-10: Private Study North
    This room is steeped in quiet.  A large table occupies 
  much of the room; to its west is a pair of chairs and 
  a potted plant, a sideboard, writing desk, and two 
  bookshelves.
  Access
  Contents
  Sideboard
  (unprotected)
  Writing Supplies
  Writing 
  Desk
  Locks: 
  Furniture, 
  Simple
  Writing Supplies, using 
  Context C
  Bookshelves 
  (2x)
  (unprotected)
  Books: General
  DE-GL-FT-11: Private Study South
  This room is identical to the Private Study North in 
  Location 10 above.
  DE-GL-FT-12: Worship Pews
    The marble floor here hosts eight pews, facing west.  To 
  their east, near the doors, is a pair of braziers with a 
  light, innocuous incense burning slowly.
  DE-GL-FT-12: Altar
    The marble that comprises the raised altar area is 
  multi-hued, almost like stained glass in composition.  A 
  generic, waist-high stone altar occupies much of the 
  space.  To its north is an empty pedestal.  Twin braziers 
  burn with a light grey smoke to the west.  A thin velvet 
  curtain shields twin stone doors to the west.
  As noted earlier, these doors are always locked, and absent 
  having access to the switches in Location 5 to the west, are 
  very difficult to open from this side.
  
  214
  Ground Level
  Map 42: Healer (DE-GL-HL)
  One square equals 5 ft.
  
  215
  Ground Level
  DE-GL-HL: Healer
  Overview
  Imay Aldreban (p 518) lives and works here.
  Theme & Purpose
  This is a place of business, but as such go, the Healer is one 
  of the most likely places for adventurers such as the PCs to 
  have legitimate purpose.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Simple; closed and locked 
  when encountered
  Areas of Interest
  DE-GL-HL-1: Main Entrance
    Steel-banded simple wooden doors allow entry within 
  the structure.  To either side is a torch sconce with 
  freshly-lit blaze.
  Access
  Main 
  Entrance
    Locks: Door, Reinforced; closed and 
  locked when encountered
  DE-GL-HL-2: Sales Floor
    Two tables and two cabinets host a wide variety of 
  potions and concoctions.  The table in the center holds a 
  glass apparatus that seems engineered to distill liquids.  
  A curtained simple door leads westward.
  Access
  Contents
  South 
  Cabinet
  Locks: 
  Furniture, 
  Strong
  Potions: Moderate
  Northwest 
  Cabinet
  Locks: 
  Furniture, 
  Strong
  Potions: Moderate x3
  Distilling 
  Table
  (unprotected)
  Potions: Moderate x2, 
  using Context D
  Circular 
  Table
  (unprotected)
  Potions: Moderate x2, 
  using Context D
  DE-GL-HL-3: Recovery Room
    This room consists of four comfortable sofa chairs 
  surrounding a square table laden with potions.  Wooden 
  double doors lead north behind an aquamarine curtain.
  This room is used for clients who require recuperation; 
  clients can spend a 1 gp per day fee to recover here, in 
  addition to the cost of any potions or restoratives purchased.
  DE-GL-HL-4: Residence
    This expansive room is clearly the residence chamber 
  of the owner.  In the southwest, a large cabinet is laden 
  with books.  A washbasin, dressing desk, table, and 
  chairs, and a potted plant sit in the north and northwest 
  of the room.  Next to the small bed in the northeast is a 
  locked chest; to the west, a simple wooden door leads 
  eastward into the next room.  The southeast of the room 
  hosts two tables and three benches which are currently 
  being used to store books.
  The east door bears no lock.
  Access
  Contents
  Southwest 
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General, size 
  Medium
  Southwest 
  Cabinet 
  Top
  (unprotected)
  Books: General, using 
  Context D, x3
  Dressing 
  Desk
  Locks: Furniture, 
  Simple
  Writing Supplies
  Benches 
  (4x)
  (unprotected)
  Books: General, using 
  Context B
  Chest
  Locks: Chest, 
  Strongbox
  Gems: Semi-Precious 
  and
  Coin Treasure: 
  Moderate and
  Weapons: Light, using 
  Context C
  DE-GL-HL-5: Storage & Workspace
    This stone-floored chamber is used for creating potions.  
  A workbench sits in the northwest; to its south is a stove 
  and a distilling bench with notes, herbs, and parchment.  
  A privy and empty cash occupy the southeast corner; to 
  their north is a crate, a chest, and an array of cloth sacks.  
  The northeast corner of the room hosts a firepit and two 
  barrels.
  Access
  Contents
  Sacks (8x)
  (unprotected)
  General Supplies
  Crate
  Container: 
  Barrel or 
  Crate
  General Supplies, size 
  Large
  Barrels (2x)
  Container: 
  Barrel or 
  Crate
  Alcohol: General, size 
  Medium
  Workbenches 
  (2x)
  (unprotected)
  Weapons: Light and
  Potions: Moderate, 
  using Context B
  
  216
  Ground Level
  Map 43: Cathedral of the Hardened Trunk (DE-GL-CHT)
  One square equals 5 ft.
  
  217
  Ground Level
  DE-GL-CHT: Cathedral of the Hardened Trunk
  Overview
  One of two non-denominational structures of worship in 
  the Druid Enclave, the Cathedral of the Hardened Trunk is 
  the more natural.  All are welcome to worship here, though 
  the general feeling is that only Druids and Rangers are 
  appropriate.
  Theme & Purpose
  This is a religious structure, intended for solace and focus.  A 
  group of armed and heavily-equipped adventurers might be 
  looked at a bit oddly, particularly if they are poking around 
  where they really have no reason to be.
  A Place of Worship
  During daytime hours, there is a 
    15% chance that 
   1d4 
  Enclavefolk will be present in Location 7, heads down in 
  prayer.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Simple; closed and 
  unlocked when encountered
  Areas of Interest
  DE-GL-CHT-1: Entrance
    Simple wooden doors admit entry into the temple. 
  DE-GL-CHT-2: North Hall
    Benches alternate with a pillar and windows along this 
  wide hallway.
  DE-GL-CHT-3: Southeast Portal
    A simple but clean grey rug marks the entrance of these 
  double doors.  To the south, just behind a half-pillar, is a 
  door leading west.
  The door leading to Location 4, Storage (see below) is 
  always locked.
  DE-GL-CHT-4: Storage
    This musty and earthy-smelling room is narrow; there is 
  barely enough room to walk amongst the barrels, crates, 
  and sacks stored here.  Doors lead to the east and west.
  Both doors are always locked.
  Access
  Contents
  Barrels 
  (3x)
  Container: 
  Barrel or 
  Crate, using 
  Context B
  Fresh water
  Open 
  Barrel
  (unprotected)
  Alcohol: General, size 
  Medium
  Crates (3x)
  Container: 
  Barrel or 
  Crate
  Rations & Prepared Food, 
  using Context D, size 
  Medium
  Sacks (3x)
  (unprotected)
  General Supplies
  DE-GL-CHT-5: South Hallway
    This hallway has an earthen floor that has patches of 
  grass that have begun to emerge.
  DE-GL-CHT-6: Worship Entrance
    Simple double doors swing freely to the south, beyond a 
  wide grey rug.  Inside are four freshwater stone fonts.
  DE-GL-CHT-7: Pews
    Six wooden pews face south.  Each is carved with simple, 
  but compelling, woodland imagery.
  DE-GL-CHT-8: Altar
    This knee-high riser of grassy earth serves as altar.  A 
  stone table sits in the center north of the region; to its 
  east and west are carven brass pillars.  Stained glass 
  along the east, west, and south edges of the chamber 
  admit an unusual combination of light.
  
  218
  Ground Level
  Map 44: Council Chambers Overview (DE-GL-CC-O)
  One square equals 20 ft.
  
  219
  Ground Level
  DE-GL-CC-O: Council Chambers Overview
  Overview
  This large structure hosts the Council of Elders and a number 
  of offices.
  Theme & Purpose
  This entire region exists solely to host the Council, its guests, 
  and the public citizens of the Enclave for public hearings and 
  meetings.  It is very much the public face of political power 
  in the Druid Enclave.
  Pains are taken to ensure that all meetings of the Elders 
  are public forums, where individual citizens may attend, 
  observe, listen in, and in most cases, weigh in and voice their 
  concenrs and opinions.  Many are the decisions made as a 
  result of the vocal feedback of those present in the Council 
  Chambers (Location 8).
  Random Encounters
  Day or night, there is a 
    90% chance that 
    2d8 Elite 
  Council Guards (p 653), 
    2d4 Enclave Elite Guard (p 
  656), and 
    1d8 Enclave Longstriders (p 662) will be 
  present here, guarding various areas.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-CC-O-1: Office North
  Please turn to page 220 for more details.
  DE-GL-CC-O-2: Office Center
  Page 222 begins further information about this area.
  DE-GL-CC-O-3: Office South
  This chamber is described starting on page 224.
  DE-GL-CC-O-4: Cook & Storage
  Please refer to page 226 for further details.
  DE-GL-CC-O-5: Food Staging
  Page 228 commences a detailed description of this 
  chamber.
  DE-GL-CC-O-6: Entry Hall
  This corridor is described in more detail beginning on page 
  230.
  DE-GL-CC-O-7: Council Foyer
  Please turn to page 232 for a description of this region.
  DE-GL-CC-O-8: Formal Chambers
  The formal chambers are described starting on page 235.
  
  220
  Ground Level
  Map 45: Council Chambers, Office North (DE-GL-CC-ON)
  One square equals 5 ft.
  
  221
  Ground Level
  DE-GL-CC-ON: Council Office North
  Overview
  One of three offices in the Council structure, this chamber is 
  the only one with a window, and therefore despite its small 
  size, is typically the first one chosen.
  Theme & Purpose
  The three Offices in the Council building are available for 
  the use of any Elder who requires a private space to conduct 
  business, meet, or otherwise be out of the public eye for a 
  brief period of time.
  Most often, these Offices are used to conduct discussions 
  between multiple Elders, very frequently so they can 
  coordinate their perspectives in advance of a Council vote.
  During daytime hours, there is a 
    35% chance that 
   
  1d4-1 Elders (minimum 1) will be present here, in addition 
  to NPCs determined to be in the Council structure overall.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-CC-ON-1: Entrance
    A green curtain provides additional privacy from within 
  the office.  Within is a sideboard cabinet against the 
  south wall, a circular table to the northwest, and a 
  comfortable chair in the southeast.
  Access
  Contents
  Sideboard
  Locks: 
  Furniture, 
  Simple
  Writing Supplies and
  Weapons: Light, using 
  Context B
  East Table
  (unprotected)
  Writing Supplies, using 
  Context D
  DE-GL-CC-ON-2: Workspace
    A table against the east wall contains a massive tome and 
  scattered parchment.
  The book is typically an empty ledger, or contain clerkly 
  writing, and have no game-mechanical value.
  DE-GL-CC-ON-3: North Window
    This window overlooks the courtyard to the north, and 
  lets in a considerable amount of natural light.
  
  222
  Ground Level
  Map 46: Council Chambers, Office Center (DE-GL-CC-OC)
  One square equals 5 ft.
  
  223
  Ground Level
  DE-GL-CC-OC: Council Office Center
  Overview
  One of three offices in the Council structure, the Center 
  Office is a bit roomier than the others.
  Theme & Purpose
  The three Offices in the Council building are available for 
  the use of any Elder who requires a private space to conduct 
  business, meet, or otherwise be out of the public eye for a 
  brief period of time.
  Most often, these Offices are used to conduct discussions 
  between multiple Elders, very frequently so they can 
  coordinate their perspectives in advance of a Council vote.
  During daytime hours, there is a 
    30% chance that 
   
  1d4-1 Elders (minimum 1) will be present here, in addition 
  to NPCs determined to be in the Council structure overall.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-CC-OC-1: Entrance
    A green curtain provides additional privacy from within 
  the office.  Within is a sideboard cabinet against the 
  south wall, a rectangular table just inside the door, and a 
  comfortable chair in the northeast.
  Access
  Contents
  Sideboard
  Locks: 
  Furniture, 
  Simple, using 
  Context B
  Writing Supplies, using 
  Context B and
  Coin Treasure: Moderate, 
  using Context D
  East Table
  (unprotected)
  Writing Supplies, using 
  Context B
  DE-GL-CC-OC-2: Meeting Table
    Atop the central table is an array of paperwork and an 
  ornamental dagger.
  The dagger has no combat value and is basically little more 
  than a seal-breaker or letter-opener.
  DE-GL-CC-OC-3: Workspace
    A table against the east wall contains a massive tome and 
  scattered parchment.
  The book is typically an empty ledger, or contain clerkly 
  writing, and have no game-mechanical value.
  
  224
  Ground Level
  Map 47: Council Chambers, Office South (DE-GL-CC-OS)
  One square equals 5 ft.
  
  225
  Ground Level
  DE-GL-CC-OS: Council Office South
  Overview
  One of three offices in the Council structure, the Center 
  Office is a bit roomier than the others.
  Theme & Purpose
  The three Offices in the Council building are available for 
  the use of any Elder who requires a private space to conduct 
  business, meet, or otherwise be out of the public eye for a 
  brief period of time.
  Most often, these Offices are used to conduct discussions 
  between multiple Elders, very frequently so they can 
  coordinate their perspectives in advance of a Council vote.
  During daytime hours, there is a 
    25% chance that 
   
  1d4-1 Elders (minimum 1) will be present here, in addition 
  to NPCs determined to be in the Council structure overall.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-CC-OS-1: Entrance
    A green curtain provides additional privacy from within 
  the office.  Inside the chamber are two sideboards; an 
  octagonal table littered with parchment and scrolls 
  occupies the majority of the space.
  Access
  Contents
  Sideboard 
  (2x)
  Locks: 
  Furniture, 
  Simple, using 
  Context C
  Writing Supplies, using 
  Context C and
  Weapons: Light, using 
  Context B
  Octagonal 
  Table
  (unprotected)
  Writing Supplies, using 
  Context B
  DE-GL-CC-OS-2: Sideboard South
  Any Elders who are present in this room are stationed here.
  DE-GL-CC-OS-3: Workspace
    Against the east wall, between two comfortable chairs, is 
  a table laden with books and scrolls.
  Access
  Contents
  East Table
  (unprotected)
  Writing Supplies, using 
  Context C and
  Books: General
  
  226
  Ground Level
  Map 48: Council Chambers, Cook & Storage (DE-GL-CC-CS)
  One square equals 5 ft.
  
  227
  Ground Level
  DE-GL-CC-CS: Council Cooking & Storage
  Overview
  These two chambers are largely treated as the same cohesive 
  space.
  Theme & Purpose
  This region serves as cooking and storage for the Council 
  building.
  During daytime hours, there is a 
    65% chance that 
   
  1d4 Cooks (treat as Enclavefolk) will be present here, 
  in addition to any NPCs determined to be in the Council 
  structure overall.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Simple; closed but 
  unlocked when encountered
  Areas of Interest
  DE-GL-CC-CS-1: Entrance
    These simple wooden doors bear no lock, and swing 
  freely in either direction, closing via springs when not 
  held open.
  DE-GL-CC-CS-2: Kitchen
    Two large casks and a firepit stand against the sloping 
  north wall.  In each of the southern corners is a stove.
  Access
  Contents
  Casks 
  (2x)
  Container: Barrel 
  or Crate, using 
  Context C
  Alcohol: General, using 
  Context C, size Large
  DE-GL-CC-CS-3: Storage Doors
    Like their counterparts to the southwest, these simple 
  doors swing freely on springed hinges in both directions.  
  However, they do have a lock.
  These doors are locked if there are no Cooks present in this 
  region.
  DE-GL-CC-CS-4: Storage
    An array of storage fills this triangular room.
  Access
  Contents
  Crates (2x)
  Container: 
  Barrel or 
  Crate
  General Supplies, size 
  Large, using Context B
  Sacks (8x)
  (unprotected)
  Simple Foodstuffs, size 
  Medium, using Context B
  Chest
  Locks: Chest, 
  Simple, using 
  Context C
  Glasses, Metals, and 
  Woods, size Medium
  Crate Tops
  (unprotected)
  Weapons: Martial 1H and
  Coin Treasure: Moderate 
  and
  Gems: Low and
  Potions: Moderate, All 
  using Context B
  Workbench
  (unprotected)
  Weapons: Light, using 
  Context D and
  Simple Foodstuffs, using 
  Context B
  Casks (2x)
  Container: 
  Barrel or 
  Crate
  Alcohol: General, size 
  Medium, using Context B
  
  228
  Ground Level
  Map 49: Council Chambers, Food Staging (DE-GL-CC-FS)
  One square equals 5 ft.
  
  229
  Ground Level
  DE-GL-CC-FS: Council Food Staging
  Overview
  This room is where prepared food is staged prior to being 
  taken out to the rooms to the west.
  Theme & Purpose
  During daytime hours, there is a 
    40% chance that 
   
  1d4 Runners (treat as Enclavefolk) will be present here, 
  in addition to any NPCs determined to be in the Council 
  structure overall.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Simple; closed but 
  unlocked when encountered
  Areas of Interest
  DE-GL-CC-FS-1: Kitchen Doors
  These have no lock, and swing freely in both directions on 
  springed hinges, clsoing automatically when not held open.
  DE-GL-CC-FS-2: Food Staging
    An enormous rectangular table occupies the entire 
  western wall.  To the east are three mammoth barrels 
  and two open ones.
  Access
  Contents
  Food 
  Staging 
  Table (2x)
  (unprotected)
  Rations & Prepared Food, 
  size Large, using Context B
  Mammoth 
  Barrels 
  (3x)
  Container: 
  Barrel or 
  Crate, using 
  Context B
  Alcohol: General, size 
  Large
  Open Wine 
  Cask
  (unprotected)
  Alcohol: General, size 
  Medium
  Open 
  Water 
  Barrel
  (unprotected)
  Fresh water
  DE-GL-CC-FS-3: Southwest Exit
    These steel-banded doors allow access to the west.
  These doors are locked if there are no Runners in this area.
  Access
  Default 
  Door
    Locks: Door, Reinforced
  
  230
  Ground Level
  Map 50: Council Chambers, Entry Hall (DE-GL-CC-EH)
  One square equals 5 ft.
  
  231
  Ground Level
  DE-GL-CC-EH: Council Entry Hall
  Overview
  This hallway is the main entrance to the Council building.  It 
  also provides access to the Offices along the northeast region 
  of the passage.
  Theme & Purpose
  During daytime hours, there is a 
    20% chance that 
   1d4 
  Enclavefolk will be present here, waiting their turn to be 
  heard in Offices, in addition to any NPCs determined to be in 
  the Council structure overall.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and  
  locked encountered
  Areas of Interest
  DE-GL-CC-EH-1: Main Entrance
    Steel doors admit passage into the hallway here.  To 
  either side is a huge and bright torch sconce.
  These doors are locked during evening hours, or if for some 
  reason there are zero NPCs insid the Council building.  
  During the daytime, if any NPCs are inside, these doors will 
  be unlocked.
  Access
  Main 
  Entrance
    Locks: Door, Reinforced; using Context C
  DE-GL-CC-EH-2: Hallway
    Rich chequered tiles line this broad hall.  To the west, 
  several windows admit bountiful light; in between them 
  are benches.  Three steel-banded wooden doors lead 
  eastward along the eastern wall.
  DE-GL-CC-EH-3: North Office
  Please refer to page 220 for more information.
  DE-GL-CC-EH-4: Center Office
  Page 222 begins further information about this area.
  DE-GL-CC-EH-5: South Office
  This chamber is described starting on page 224.
  DE-GL-CC-EH-6: Doors South
    At the southern end of the hallway is a set of steel-
  banded wooden doors that lead southward.
  These doors are locked whenever the Main Entrance doors 
  are locked at Location 1 above.
  
  232
  Ground Level
  Map 51: Council Chambers, Council Foyer (DE-GL-CC-CF)
  One square equals 20 ft.
  
  233
  Ground Level
  DE-GL-CC-CF: Council Foyer
  Overview
  This huge room is where the public can mingle and 
  congregate before, or after, listening in on a Council session.
  Theme & Purpose
  During daytime hours, there is a 
    90% chance that 
   
  2d8 Enclavefolk will be present here.  There is additionally 
  a separate 
   40% chance that 
   1d4 Elders (randomize 
  which) will be present.  
  These are in addition to any NPCs determined to be in the 
  Council structure overall.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-CC-CF-1: Northwest Hallway
  These doors are locked only when the Main Entrance to the 
  Council building to the north is locked.
  DE-GL-CC-CF-2: Council Foyer
    The expansive room seems busy, even when not actively 
  in use.  There’s a sense of hubbub and commotion, and of 
  a venue primed for action.   
   
  Waist-high, thin railinged tables form five semicircular 
  arcs scattered across the perimeter spaces; on the 
  interior of each is an assortment of food and drink 
  supplies to serve those in need of refreshment while they 
  wait here.
  Foyer Bars
  Though each will hawk their own as superior, each of the 
  five bar areas serves essentially the same fare, as shown 
  below.
  Prices are normal retail price, plus 10%.  If there are any 
  Enclavefolk or NPCs present in this chamber, each of these 
  Foyer Bars will have a 
    35% chance of being staffed by a 
  single Enclavefolk salesperson.
  Those finding themselves in a Foyer Bar that is unoccupied, 
  may loot the Bar, as shown below.
  Access
  Contents
  Foyer Bar 
  (5x)
  (for sale)
  Rations & Prepared Food 
  and/or
  Alcohol: General and/or
  Fresh water
  Foyer Bar 
  (5x)
  Container: 
  Barrel or 
  Crate
  Alcohol: General, size 
  Large
  Foyer Bar 
  (5x)
  (unprotected 
  and lootable)
  Rations & Prepared Food, 
  size Large
  Foyer Bar 
  (5x)
  (unprotected 
  and lootable)
  Fresh water
  DE-GL-CC-CF-3: North Foyer Bar
    This vendor claims that their food is the most flavorful.
  DE-GL-CC-CF-4: North Guardbox Entry
    A thin set of stairs leads to a second-story steel-banded 
  door here.
  This door is always locked.
  DE-GL-CC-CF-5: Northwest Foyer Bar
    This vendor claims to have the spiciest food on offer.
  DE-GL-CC-CF-6: Northeast Foyer Bar
    Food and drink from this vendor are reportedly from the 
  farthest away.
  DE-GL-CC-CF-7: Southeast Foyer Bar
    Drinks from this vendor claim to be stronger than those 
  of other foyer bars.
  DE-GL-CC-CF-8: Kitchen Entrance
  This leads to Food Staging starting on page 228.
  DE-GL-CC-CF-9: Council Chamber Doors
    Two massive, two-story-tall stone doors sit before an 
  equally large and ornate rug decorated in the sigil and 
  colors of the Enclave.
  These doors are unlocked and opened only in between 
  Council sessions.  Once a session commences, they are closed 
  and locked.
  Access
  Council Chamber Doors
    Locks: Door, Stronghold
  DE-GL-CC-CF-10: Southwest Foyer Bar
    Alone of its peers, the Southwest Foyer Bar offers a 
  discount on its food and drink, perhaps owing to its less 
  
  234
  Ground Level
  favorable positioning.
  Rates at this Bar are merely normal retail price.
  DE-GL-CC-CF-11: South Guardbox Entry
    A thin set of stairs leads to a second-story steel-banded 
  door here.
  This door is always locked.
  
  235
  Ground Level
  Map 52: Council Chambers, Formal Chambers (DE-GL-CC-FC)
  One square equals 5 ft.
  
  236
  Ground Level
  DE-GL-CC-FC: Council Formal Chambers
  Overview
  This enormous chamber is home to the Council of Elders, 
  who meet in public here to discuss and vote upon all manner 
  of matters political.
  Theme & Purpose
  During daytime hours, there is a 
    35% chance that a 
  Council session will be in process when the PCs arrive here.
  If the Council is in session, there is a 
    90% chance that 
   2d10 Enclavefolk will be present here in the benches, 
  observing.  During sessions, most Elders are typically 
  present; give each one a 
   90% chance to be so. 
  These are in addition to any NPCs determined to be in the 
  Council structure overall.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed, 
  and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-CC-FC-1: Formal Entrance
    These massive stone doors lead to the Foyer to the east.
  These doors are always closed and locked unless a Council 
  session is ending or about to begin.
  DE-GL-CC-FC-2: Benches
  Any NPCs or Enclavefolk in attendance who are not Elders 
  will be seated in these benches, observing.
  DE-GL-CC-FC-3: North Guardbox
    From 12’ up, a guard box looks down upon the entire 
  chamber.
  During Council sessions, one Elite Council Guard is 
  stationed here.
  Access
  Contents
  Guardbox 
  Table
  (unprotected)
  Weapons: Martial Ranged, 
  2x, using Context C
  DE-GL-CC-FC-4: South Guardbox
  This is identical to the North Guardbox above in Location 3.
  DE-GL-CC-FC-5: Center Stage
  This is where those called to testify present themselves 
  before moving to the chair to the south in Location 7.
  DE-GL-CC-FC-6: Scribe Station
  During sessions, there will always be a Scribe (treat as 
  Enclavefolk) here, taking notes and recording events.
  Access
  Contents
  Scribe’s 
  Desk
  Lock: Furniture, 
  Simple
  Writing Supplies, using 
  Context C
  DE-GL-CC-FC-7: Testimony Desk
  Those being questioned or providing testimony sit here 
  behind a hip-high railing.
  DE-GL-CC-FC-8: North Dais
  Two Elders sit here, with notes and writing equipment in 
  front of them.
  Access
  Contents
  Elder’s 
  Chair (2x)
  (unprotected)
  Writing Supplies, using 
  Context C
  DE-GL-CC-FC-9: South Dais
  Access
  Contents
  Elder’s 
  Chair (2x)
  (unprotected)
  Writing Supplies, using 
  Context C
  DE-GL-CC-FC-10: Center Dais
  Underneath the railing, just to the south of the governing 
  Elder’s chair in the center, is a hidden switch.  This switch 
  controls the stone doors to the east.
  Access
  Secret Switch
  Locks: Door, Secret, Perception only
  The three chairs contain personal effects as follows:
  Access
  Contents
  Elder’s 
  Chair (3x)
  (unprotected)
  Writing Supplies, using 
  Context C and
  Weapons: Light, using 
  Context C
  DE-GL-CC-FC-11: Hidden Escape Door
  This door is practically invisible, and was designed as an 
  emergency escape in the event of a coup or other attack on 
  the Council while in session.
  Access
  Escape Door
  Locks: Door, Secret, using Context C
  
  237
  Ground Level
  Map 53: Elder Residence 2 (DE-GL-ER2)
  One square equals 5 ft.
  
  238
  Ground Level
  DE-GL-ER2: Ashrem Ilydron’s Residence
  Overview
  Ashrem Ilydron lives and entertains here.
  Theme & Purpose
  This is the private residence of a Council Elder.  
  It’s also used for entertaining, and in that capacity, could 
  be viewed as a component of the statecraft that keeps the 
  Enclave functioning properly.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-ER2-1: Entry Hall
    Well-crafted wooden double doors are reinforced with 
  embossed steel bands.  Wall sconces with half-burnt 
  torches flank the doors to either side. 
   
  Within, a darkened marble floor greets visitors.  
  Curtained double doors lead to the west and north.
  The entry doors are locked only when Ashrem goes to bed at 
  night, or when he leaves the residence during the daytime.
  The sets of double doors bear no lock, and swing freely in 
  both directions.
  DE-GL-ER2-2: Dining Hall
    The building’s dining hall is a very large space with 
  ample room about the huge table set for a feast.  
  Sideboards, comfortable wooden chairs, and potted 
  plants dot the outskirts of the room.  Curtained, wooden 
  double doors lead to the north and east.
  Access
  Contents
  Sideboard 
  (5x)
  (unprotected)
  Simple Foodstufs and
  Alcohol: General, using 
  Context B
  DE-GL-ER2-3: Kitchen 
    The kitchen bears a stove, food-prep table, cauldron, and 
  firepit against the west edge.  Casks lie stacked against 
  the eastern wall; to their southeast is a privy and a pile 
  of cloth sacks.
  Access
  Contents
  Sacks (6x)
  (unprotected)
  Simple Foodstuffs, size 
  Medium
  Casks (5x)
  Container: 
  Barrel or 
  Crate
  Alcohol: General, size 
  Medium
  DE-GL-ER2-4: Sitting Room
    This large, well-lit chamber features comfortable padded 
  chairs, two potted plants, and two sideboards.  Curtained 
  double wooden doors feature in the northeast and south.
  The northeastern doors to the bedchamber are only locked if 
  Ashrem is entertaining guests.
  Access
  Contents
  Sideboard 
  (3x)
  (unprotected)
  Alcohol: General, using 
  Context C
  DE-GL-ER2-5: Bedchamber
    Tall, broad windows let in a great deal of natural light 
  in this bedchamber.  A small bed sits in the northwest; 
  three circular tables are located nearby.  A privy and 
  washbasin are just inside the double doors to the south.  
  To the west, a curtained set of wooden doors leads to the 
  library.
  The doors to the west bear no lock, but they are trapped:
  Access
  Library 
  Door
    Traps: General, using Context C; closed 
  and trapped when encountered
  DE-GL-ER2-6: Private Library
    An odd rhombus, this room is: bookshelves line the 
  north, west, and eastern walls, and the southwest wall is 
  a mixture of clothing cabinets and padded reading chairs.  
  In the center of the room is a set of square tables topped 
  with a variety of tomes that appear to be in various 
  states of being read.
  Access
  Contents
  Bookshelves 
  (8x)
  (unprotected)
  Books: General
  Reading 
  Tables (2x)
  (unprotected)
  Books: General, using 
  Context B
  Cabinets 
  (2x)
  Locks: 
  Furniture, 
  Simple
  Clothing: General, using 
  Context C
  
  239
  Ground Level
  Map 54: Elder Residence 5 (DE-GL-ER5)
  One square equals 5 ft.
  
  240
  Ground Level
  DE-GL-ER5: Siriquille’s Residence
  Overview, Theme & Purpose
  Siriquille lives and entertains here.  It’s also used for 
  entertaining, and in that capacity, could be viewed as 
  a component of the statecraft that keeps the Enclave 
  functioning properly.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-ER5-1: Main Entrance
    Wooden double doors are banded in a rusted iron.  On 
  either side is a faltering torch in a wall sconce.
  These doors are locked only when Siriquille is abed in the 
  evenings, or if she is outside her home.
  DE-GL-ER5-2: Foyer & Reading Room
    A polished marble floor bears chairs and bookshelves 
  around the perimeter.  A single wooden door leads to the 
  northeast.
  Access
  Contents
  Bookshelves (4x)
  (unprotected)
  Books: General
  DE-GL-ER5-3: East Hallway
    This hallway leads from the entry foyer to the south 
  along the east edge of the building.  Directly opposite a 
  tall, broad window leading to the east, a set of wooden 
  double doors leads westward.  To the north and south are 
  curtained single doors.
  The double doors to the west bear no lock.  The door to 
  the north leading to the bedchamber is locked only when 
  Siriquille is asleep or outside the building.
  DE-GL-ER5-4: Dining Hall
    Although a tight squeeze to move about on the perimeter, 
  this dining hall is clean and presented for a nice 
  meal.  Sets of double doors lead to the east and west.  
  Sideboards and potted plants decorate the western wall.
  The double doors that lead westward to the Kitchen (see 
  Location 5, below) have no lock, and swing freely in either 
  direction.  When not held open, they swing closed on springs.
  Access
  Contents
  Sideboard 
  (2x)
  Locks: Furniture, 
  Simple
  Alcohol: General, using 
  Context C
  DE-GL-ER5-5: Kitchen
    A large set of stoves occupies most of the westward wall.  
  To their north is a firepit; to its east is a food prep table, 
  a sack, and a trio of casks.  To the south of the room, two 
  crates are topped with bags and cutlery.  A pile of cloth 
  sacks lies against the west wal, south of the stoves.  A 
  privy sits just inside the doors leading to the east.  
  Access
  Contents
  Sacks (8x)
  (unprotected)
  Simple Foodstuffs, size 
  Medium
  Crates (2x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  Barrels 
  (3x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context B, size Medium
  DE-GL-ER5-6: Bedchamber
    This large room has expansive windows along the outer 
  wall facing the courtyard in the northeast .  A large bed 
  occupies the southwest corner; to its east are a privy and 
  washbasin.  A circular table sits in front of the northern 
  window.  To the west, a set of wooden double doors leads 
  to the closet.
  The doors to the Closet to the west bear no lock.
  DE-GL-ER5-7: Closet
    This closet is jam-packed.  To the south fo the door is a 
  dressing desk, a chest, and two cabinets.  The western 
  wall contains two piles of clothing, and a third cabinet, 
  laden with supplies.
  Access
  Contents
  Clothing 
  Piles (2x)
  (unprotected)
  Clothing: General, size 
  Medium
  Cabinets 
  (3x)
  Locks: Furniture, 
  Simple
  Clothing: General, size 
  Medium, using Context B
  Chest
  Locks: Chest, 
  Simple
  Gems: Semi-Precious
  Cabinet 
  Top
  (unprotected)
  Gems: Jewels, using 
  Context D
  There is a secret exit in the northwest corner.  Read the 
  following only if the secret door is discovered:
    Along the stone wall is a crevice that appears to extend 
  in a rectangle about a hidden aperture.  At your insistent 
  touch, a rough wooden door creaks open.
  Access
  Secret Door
  Locks: Door, Secret
  
  241
  Ground Level
  Map 55: Elder Residence 4 (DE-GL-ER4)
  One square equals 5 ft.
  
  242
  Ground Level
  DE-GL-ER4: Halabedarr’s Residence
  Overview, Theme & Purpose
  Halabedarr lives and entertains here.  It’s also used 
  for entertaining, and in that capacity, could be viewed 
  as a component of the statecraft that keeps the Enclave 
  functioning properly.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-GL-ER4-1: Main Entrance
    Wooden double doors are banded in an elaborately-
  embossed steel.  On either side is a blazing torch in a 
  wall sconce.
  These doors are always locked; even in the event of 
  entertaining, Halabedarr will unlock the doors to admit or 
  release guests as necessary.
  DE-GL-ER4-2: Foyer
    The entry foyer consists of a blank expanse of sooty 
  marble, lit poorly as there are no windows.  Curtained 
  double wooden doors lead to the east.
  The eastern doors bear no lock and swing freely.
  DE-GL-ER4-3: Reading Room
    A chequered slate floor is largely empty, allowing a huge 
  amount of space but making sound echo awkwardly.  
  Three bookshelves sit against the eastern and southern 
  walls.  Comfortable padded chairs and potted plants 
  space out the remainder of the perimeter.  Curtained 
  double doors lead to the west and to the northwest.
  Both sets of double doors do not have locks and swing freely.
  Access
  Contents
  Bookshelves 
  (3x)
  (unprotected)
  Books: General
  DE-GL-ER4-4: Dining Hall
    This large dining hall is well-lit from the large windows 
  that face west; this contrasts heavily to the dark, somber 
  feel of the southern chambers.  Around the perimeter, 
  sideboards, chairs and potted plants allow for seating 
  and dining options.  A curtained wooden door leads to 
  the northwest, and a double door leads to the kitchen in 
  the northeast.
  The double doors that lead westward to the Kitchen (see 
  Location 5, below) have no lock, and swing freely in either 
  direction.  When not held open, they swing closed on springs.
  Access
  Contents
  Sideboard 
  (5x)
  Locks: Furniture, 
  Simple
  Alcohol: General, using 
  Context C
  DE-GL-ER4-5: Kitchen
    This stone-floored chamber serves as both kitchen and 
  storage.  A stove sits in the northeast corner; to its south 
  is a row of casks.  A firepit is tucked in the southeast 
  corner.  To the southwest are three crates, topped and 
  surrounded by canvas sacks.  A privy sits just inside the 
  double doors that least northwest.
  Access
  Contents
  Sacks (14x)
  (unprotected)
  Simple Foodstuffs, size 
  Medium
  Crates (3x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  Barrels 
  (5x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context B, size Medium
  DE-GL-ER4-6: Reading Nook
    In the western corner of the bedchamber is a circular 
  table set for a simple meal.  Comfortable chairs and 
  potted plants sit right inside two sizable windows.  Two 
  bookshelves sit nearby.
  Access
  Contents
  Bookshelves 
  (2x)
  (unprotected)
  Books: General, using 
  Context C
  DE-GL-ER4-7: Bedchamber
    The southern wall of the bedchamber is lined with 
  a bookshelf, a privy, a washbasin, a dressing desk, a 
  clothes cabinet, a locked chest, and, in the southeast 
  corner is a pile of clothes.  To the north of all this is a 
  large bed and circular table.
  Access
  Contents
  Dressing 
  Desk
  Locks: 
  Furniture, 
  Simple
  Gems: Low and 
  Writing Supplies
  Cabinet
  Locks: 
  Furniture, 
  Simple
  Clothing: General, using 
  Context B, size Medium
  Chest
  Locks: Chest, 
  Simple, using 
  Context C
  Coin Treasure: Moderate 
  and
  Gems: Medium-Quality
  Clothes 
  Pile
  (unprotected)
  Clothing: Generael, 
  using Context D, size 
  Medium
  
  243
  Ground Level
  Map 56: Entry Gardens West (DE-GL-EGW)
  One square equals 5 ft.
  
  244
  Ground Level
  DE-GL-EGW: Entry Gardens West
  Overview, Theme & Purpose
  The Entry Gardens were placed here in the entrance to the 
  Enclave by design.  The intent was for the relative wild of the 
  zone to serve two purposes.
  First, these gardens are thematically aligned with the overall 
  intent and feeling of the Enclave itself.  Beautiful, dangerous, 
  and beguiling, the gardens act as a first impression, an 
  ambassador, if you will, of the nature of the Enclave.
  Secondly—and just as important—the Gardens were meant to 
  serve as a source of reinforcements, of natural energies, in 
  the event that an attack on the Enclave were to occur.
  Garden Random Encounters
  The Gardens are essentially stylized and smaller versions of 
  the Druid Forest that surrounds the Enclave entire.  This 
  means that there are any number of threats that may lurk 
  within.
    The first time that the PCs approach the Gardens, roll on 
  the 
    Monsters: Druid Forest, Light table, placing the 
  result in Location 4.  
  Thereafter, for every 10 minutes spent wandering about in 
  the gardens, roll on the 
    Entry Gardens Default Random 
  Encounters table below.
  Table 18: Entry Gardens Default Random Encounters
  D%
  Event
  Description
  01-50
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  51-60
  Trivial 
  Encounter
  Roll once on 
     Monsters: 
  Druid Forest, Trivial.
  61-65
  Light 
  Encounter
  Roll once on 
   Monsters: 
  Druid Forest, Light.
  66-70
  Average 
  Encounter
  Roll once on 
   Monsters: 
  Druid Forest, Average.
  61-73
  Advanced 
  Encounter
  Roll once on 
   Monsters: 
  Druid Forest, Advanced.
  74-75
  Elite 
  Encounter
  Roll once on 
   Monsters: 
  Druid Forest, Elite.
  76-00
  NPC 
  Encounter
  Roll once on 
    Table 4: 
  Default Random Dramatis 
  Personae on page 22.
  Areas of Interest
  DE-GL-EGW-1: Main Entry Road
  This is the only formal means into or out of the Enclave.  As 
  a result, the path sees a lot of foot traffic.  However, the 
  density and magical nature of the Gardens means that calling 
  for help from within them has no chance of getting to those 
  traveling the road.
  DE-GL-EGW-2: Pond
    This serene pond seems even quieter than the forest 
  region surrounding it.  No life stirs within that you can 
  see.
  If the water is touched, it will disturb the order of things and 
  attrac attention:  roll on the 
    Monsters: Druid Forest, 
  Average table, placing the result as approaching from 
  Location 3 to the southwest.
  DE-GL-EGW-3: Red Tree
    This large tree of deep crimson stands alone from the 
  forest that extends to the north and east.
  Although the blood color of the arbor may seem somewhat 
  ominous, this is a perfectly ordinary tree.
  DE-GL-EGW-4: Flowered Path
    Between the trees and brush to the north and south 
  bends a path bearing small flowering plants.
  Trodding on these flowers unnecessarily will draw stern 
  gazes for sure from any NPCs who are within view, but will 
  not trigger any game events.
  DE-GL-EGW-5: West Gap
    Between the garden and the city wall to the west lies a 
  broad gap where only grass grows.  Closer against the 
  wall, there is nothing but dirt.
  The Enclave is vigilant about trimming the garden back 
  from all of its exterior walls, as the Druid Forest has a 
  tendency to encroach, and once vines and plants and the like 
  grab footholds against the stone, it’s only a matter of time 
  before nature reclaims the space that is now occupied by 
  civilization.
  DE-GL-EGW-6: South Gap
    A large wedge of open dirt sits to the south of the garden, 
  to the west of the courtyard garrison.
  DE-GL-EGW-7: Main Entrance
  This gate is typically locked and guarded.
  DE-GL-EGW-8: Entry Courtyard
  Please refer to page 148 for more details about the 
  Gatehouse structure.
  
  245
  Ground Level
  Map 57: Entry Gardens East (DE-GL-EGE)
  One square equals 5 ft.
  
  246
  Ground Level
  DE-GL-EGE: Entry Gardens East
  Overview, Theme & Purpose
  The Entry Gardens were placed here in the entrance to the 
  Enclave by design.  
  The Eastern Gardens are identical in most respects to their 
  western counterpart on page 243.  
  Specifically, the description around the intent of the Gardens, 
  Garden Random Encounters, and the general depiction of the 
  area are shared with that zone.
  Areas of Interest
  DE-GL-EGE-1: Main Entry Road
  This is the only formal means into or out of the Enclave.  As 
  a result, the path sees a lot of foot traffic.  However, the 
  density and magical nature of the Gardens means that calling 
  for help from within them has no chance of getting to those 
  traveling the road.
  DE-GL-EGE-2: Pond
    This serene pond seems even quieter than the forest 
  region surrounding it.  No life stirs within that you can 
  see.
  If the water is touched, it will disturb the order of things and 
  attrac attention:  roll on the 
    Monsters: Druid Forest, 
  Average table, placing the result as approaching from 
  Location 3 to the southwest.
  DE-GL-EGE-3: Flowered Path
    Between the trees and brush to the north and south 
  bends a path bearing small flowering plants.
  Trodding on these flowers unnecessarily will draw stern 
  gazes for sure from any NPCs who are within view, but will 
  not trigger any game events.
  DE-GL-EGE-4: Red Tree
    This large tree of deep crimson stands alone from the 
  forest that extends to the north and west.
  Although the blood color of the arbor may seem somewhat 
  ominous, this is a perfectly ordinary tree.
  DE-GL-EGE-5: East Gap
    Between the garden and the city wall to the east lies a 
  broad gap where only grass grows.  Closer against the 
  wall, there is nothing but dirt.
  The Enclave is vigilant about trimming the garden back 
  from all of its exterior walls, as the Druid Forest has a 
  tendency to encroach, and once vines and plants and the like 
  grab footholds against the stone, it’s only a matter of time 
  before nature reclaims the space that is now occupied by 
  civilization.
  DE-GL-EGE-6: South Gap
    A large wedge of open dirt sits to the south of the garden, 
  to the east of the courtyard garrison.
  DE-GL-EGE-7: Main Entrance
  This gate is typically locked and guarded.
  DE-GL-EGE-8: Entry Courtyard
  Please refer to page 148 for more details about the 
  Gatehouse structure.
  DE-GL-EGE-9: Secret Door
  Read the following only if the secret door is discovered:
    Along the stone wall is a crevice that appears to extend 
  in a rectangle about a hidden aperture.  At your insistent 
  touch, a rough wooden door creaks open.
  Access
  Secret Door
  Locks: Door, Secret
  
  247
  Second Level
  Second Level
  
  248
  Second Level
  Map 58: Druid Enclave Side Projection, Second Level
  
  249
  Second Level
  Map 59: Second Level Overview (DE-SL-O)
  One square equals 20 ft.
  
  250
  Second Level
  Level Introduction: Druid Enclave Second Level
  Summary
  The Second Level of the Druid Enclave is home to the upper 
  floor of the Guardposts on the Ground Level.  In addition, the 
  Gatehouse Complex hosts a second story here.
  There are no non-military structures on the second level.
  Entrances and Exits
  Note that the following are typical, even secret, means of 
  entering and exiting the level as it was designed.
  Other, magical means of navigating the level (for example, 
  teleportation spells, transmute stone to mud or similar spells 
  that affect barriers, or those that grant incorporeality) are 
  not discussed and are left to the GM to manage should they 
  be introduced.
  Entry & Exits to Ground Level
    The PCs may only enter this region via stairs that 
  lead down to ground-level guardpost counterparts at 
  Locations 1, 2, 3, 4, 5, and 6; or via the staircases in the 
  Gatehouse Complex at Location 7.
  Overview
  Lawful PCs without auxiliary motive will likely never set 
  foot in this second story, as the only legitimate purpose for 
  anyone to be in any of these spaces is in defense of the city.
  Playing through a scenario where the PCs help defend the 
  Enclave from outside attack may see them climb up here.
  Atmosphere & Theme
  These structures are strictly business, all the time.  
  In that context, however, there is a great deal of downtime 
  for soldiers and guards, so there are often games of chance, 
  gossipping, or simply idle conversation to fill the time.
  Default Random Encounters
  Some Areas of Interest within this level will describe 
  a certain approach to Random Encounters, either by 
  overriding the timing (e.g., “every 30 minutes), and/or by 
  providing its own localized version of the random encounter 
  table below.
  Absent such an override, roll on the following table of 
  Default Random Encounters for every 10 minutes the party 
  remains in this area.
  Table 19: Enclave Second Level Default Random Encounters
  D%
  Event
  Description
  01-20
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  21-65
  Guard 
  Encounter
    1d4 Enclave Guard (p 659) 
  walk into the room.
  66-71
  Random City 
  Encounter
  Roll once on “FlexTable 36: Druid 
  Enclave Random Encounters” on 
  page 118.
  71-00
  NPC 
  Encounter
  Roll once on the Default NPC 
  Encounter Table below.
  Default NPC Encounters
  Some Areas of Interest within this level will describe a 
  certain approach to NPC Encounters, providing its own 
  localized version of the table below.
  Absent such an override, when in this level, when directed to 
  roll for a random NPC, roll on the following table.  
    Note that if a certain circumstance mandates the 
  presence of an NPC, you may ignore and reroll results of 
  “No Encounter” on the table below. 
   
  The GM is, as in all other aspects of the adventure, to 
  use her common sense regarding use of this table.  You 
  should feel free to ignore or reroll results with which you 
  don’t agree, or simply choose a result yourself to keep 
  with the atmosphere of the adventure as experienced by 
  your gaming group. 
   
  Note, also, that any entry in the list below that has a 
  blank (“-”) next to it for roll results means that that NPC 
  is never normally encountered in this level. 
   
  As this level is exclusively defense-oriented, any non-
  Guard NPC present here will be so because they wish 
  to take in the view.  Any NPC rolled on the table below 
  who is not an Elder, and who is not part of the Enclave 
  Security faction, will be present escorted by an Enclave 
  Guard.  
  Table 20: Default NPC Encounter: Second Level
  Suggested Population: 
    1d4-2 rolls (minimum 0)
  D%
  Key NPC
  Profession
  Page
  01
  Gallianne 
  Estrarch
  Council 
  Elder
  478
  02
  Ashrem Ilydron
  Council 
  Elder
  483
  
  251
  Second Level
  D%
  Key NPC
  Profession
  Page
  03
  Trotysse Airdarr Council 
  Elder
  488
  04
  Halabedarr
  Council 
  Elder
  493
  05
  Siriquille
  Council 
  Elder
  498
  06
  Usborn 
  Tossercobb
  Council 
  Elder
  503
  07
  Barksel 
  Ferubrankcht
  Council 
  Elder
  508
  08-11
  Groob
  Blacksmith
  513
  12-16
  Imay Aldreban
  Healer
  518
  17-20
  Allaha Gorrut
  Sage
  523
  21-24
  Forsythar
  Tailor
  528
  25-28 Sannelle 
  Goregut
  Weapons 
  Trainer
  533
  29-32 Jaer
  Druid 
  Trainer
  538
  33-36
  Terjonne
  Ranger 
  Trainer
  543
  37-40 Ulfgarre 
  Thorngage
  Herbalist/
  Apothecary
  548
  41-44
  Seddyn
  Provisioner
  552
  45-48 Plakk
  Mercenary
  556
  49-52 Gaeryn
  Mercenary
  560
  53-56
  Tultokka
  Mercenary
  564
  57-61
  Wubafix
  Black 
  Market 
  Leader
  568
  62-65 Kerrithe
  Blackmail 
  Leader
  572
  66-69 Darrlie
  Assassin
  576
  70-73
  Rannos 
  Rannthak
  Noble
  580
  74-77
  Anastrianna 
  Liadon
  Noble
  585
  78-81
  Meliannthe
  Socialite
  590
  82-85 Phaelynne 
  Helliar
  Merchant 
  Queen
  595
  86-89 Klasandrel 
  Sulidan
  Merchant 
  Prince
  600
  90-93 Lia Ilphur
  Lone 
  Crusader
  605
  D%
  Key NPC
  Profession
  Page
  94-97 Wyrida
  Special 
  Operative 
  of the 
  Council
  615
  98-
  00
  Clarida
  Wyrida’s 
  younger 
  sister
  610
  Areas of Interest
  DE-SL-O-1: Northwest Guardpost
  Please refer to page 252 for more details.
  DE-SL-O-2: Northeast Guardpost
  This room is described starting on page 254.
  DE-SL-O-3: Western Guardpost
  Please turn to page 256 for more information.
  DE-SL-O-4: Southwestern Guardpost
  Page 258 holds more details.
  DE-SL-O-5: Eastern Guardpost
  Refer to the full description commencing on page 260.
  DE-SL-O-6: Southeastern Guardpost
  Turn to page 262 for further details.
  DE-SL-O-7: Gatehouse Complex
  This region is described in detail starting on page 264.
  
  252
  Second Level
  Map 60: Guardpost Northwest (DE-SL-GNW)
  One square equals 5 ft.
  
  253
  Second Level
  DE-SL-GNW: Guardpost Northwest
  Overview
  The second level of this guardpost has a floor 20’ above the 
  ground, and offers a perfect view and archery opportunities 
  to the north, east, and southeast, covering the entry and 
  courtyard of the Enclave.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    60% chance that 
    2d4-
  1 Enclave Guard (p 659) and 
    1d4-1 (minimum 0) 
  Enclave Elite Guard (p 656) will be present here, mulling 
  about and eating or playing cards.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-SL-GNW-1: Staircase Down
  This leads down to “Map 7: Guardpost Northwest (DE-GL-
  GNW)” on page 134.
  DE-SL-GNW-2: Supplies
    The western edge of the room is stacked with supplies.
  Access
  Contents
  Small 
  Crate 
  (2x)
  Container: Barrel 
  or Crate
  General Supplies, size 
  Medium, using Context 
  B
  Large 
  Crate
  Container: Barrel 
  or Crate
  General Supplies, size 
  Large, using Context D
  Access
  Contents
  Sacks 
  (8x)
  (unprotected)
  Rations & Prepared 
  Food
  Chest
  Locks: Chest, 
  Strongbox
  Weapons: Light and
  Coin Treasure: 
  Moderate
  DE-SL-GNW-3: Weapons Cache
    A long table against the south wall hosts a variety of 
  ranged weaponry.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial Ranged, 6x
  DE-SL-GNW-4: Dining Tables
    Two tables here are laden with food and cutlery.
  DE-SL-GNW-5: North Weapons Cache
    In between each of the northeast windows is a table 
  laden with weaponry.
  Access
  Contents
  Tables 
  (2x)
  (unprotected)
  Weapons: Martial 
  Ranged and
  Weapons: Martial 1H
  DE-SL-GNW-6: Main Entry
  The guardpost offers a spectacular view to anyone entering 
  or leaving the Enclave.
  DE-SL-GNW-7: North View
  From here, one can see the entire road north, and the Druid 
  Forest that surrounds the Enclave.
  
  254
  Second Level
  Map 61: Guardpost Northeast (DE-SL-GNE)
  One square equals 5 ft.
  
  255
  Second Level
  DE-SL-GNE: Guardpost Northeast
  Overview
  The second level of this guardpost has a floor 20’ above the 
  ground, and offers a perfect view and archery opportunities 
  to the north, east, and southeast, covering the entry and 
  courtyard of the Enclave.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    60% chance that 
    2d4-
  1 Enclave Guard (p 659) and 
    1d4-1 (minimum 0) 
  Enclave Elite Guard (p 656) will be present here, mulling 
  about and eating or playing cards.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-SL-GNE-1: Staircase Down
  This leads down to “Map 8: Guardpost Northeast (DE-GL-
  GNE)” on page 136.
  DE-SL-GNE-2: Northwest Weapons
    In between each of the northwest windows is a table 
  laden with weaponry.
  Access
  Contents
  Tables 
  (2x)
  (unprotected)
  Weapons: Martial 
  Ranged and
  Weapons: Martial 1H
  DE-SL-GNE-3: Main Entry
  The guardpost offers a spectacular view to anyone entering 
  or leaving the Enclave.
  DE-SL-GNE-4: North View
  From here, one can see the entire road north, and the Druid 
  Forest that surrounds the Enclave.
  DE-SL-GNE-5: Courtyard South View
  The two barred windows to the south offer an unparalleled 
  view of the entire entry Gardens.
  DE-SL-GNE-6: Weapons Cache
    A long table against the south wall hosts a variety of 
  ranged weaponry.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial Ranged, 6x
  DE-SL-GNE-7: Supplies
    The eastern edge of the room is stacked with supplies 
  around a dinner table.  To the north-center of the room is 
  a sideboard.
  Access
  Contents
  Small 
  Crate
  Container: Barrel 
  or Crate
  General Supplies, size 
  Medium
  Table
  (unprotected)
  Weapons: Ranged 
  Martial 3x
  Sacks 
  (5x)
  (unprotected)
  Rations & Prepared 
  Food
  Chest
  Locks: Chest, 
  Strongbox
  Coin Treasure: 
  Moderate
  
  256
  Second Level
  Map 62: Guardpost West (DE-SL-GW)
  One square equals 5 ft.
  
  257
  Second Level
  DE-SL-GW: Guardpost West
  Overview
  The second level of this guardpost has a floor 20’ above the 
  ground, and offers a perfect view and archery opportunities 
  to the north, east, and southeast, covering the entry and 
  courtyard of the Enclave.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    60% chance that 
    2d4-
  1 Enclave Guard (p 659) and 
    1d4-1 (minimum 0) 
  Enclave Elite Guard (p 656) will be present here, mulling 
  about and eating or playing cards.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-SL-GW-1: Staircase Down
  This leads down to “Map 9: Guardpost West (DE-GL-GW)” on 
  page 138.
  DE-SL-GW-2: Southwest Supplies
    Some small cache of supplies lie in the southwest.
  Access
  Contents
  Chest
  Locks: Chest, 
  Simple
  Gems: Low, using 
  Context D
  Table
  (unprotected)
  Armor: Shields and
  Weapons: Light
  Access
  Contents
  Sack
  (unprotected)
  Rations & Prepared 
  Food
  DE-SL-GW-3: Southeast Cache
    The southeast corner of the room holds a table laden 
  with weapons and cutlery.  To its west is a rectangular 
  table set for a meal.
  Access
  Contents
  Southeast 
  Table
  (unprotected)
  Weapons: Martial 
  Ranged and
  Weapons: Martial 1H
  DE-SL-GW-4: Northeast Cache
    In between each of the northeast windows is a table 
  laden with weaponry.
  Access
  Contents
  Tables 
  (2x)
  (unprotected)
  Weapons: Martial 
  Ranged and
  Weapons: Martial 1H
  DE-SL-GW-5: North View
  The guardpost offers a limited, but excellent, view to the 
  courtyard to the north via the window in the northeast.
  DE-SL-GW-6: East View
  The guardpost offers a good view of the courtyard to the east 
  via its two windows.
  
  258
  Second Level
  Map 63: Guardpost Southwest (DE-SL-GSW)
  One square equals 5 ft.
  
  259
  Second Level
  DE-SL-GSW: Guardpost Southwest
  Overview
  The second level of this guardpost has a floor 20’ above the 
  ground, and offers a perfect view and archery opportunities 
  to the north, east, and southeast, covering the entry and 
  courtyard of the Enclave.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    60% chance that 
    2d4-
  1 Enclave Guard (p 659) and 
    1d4-1 (minimum 0) 
  Enclave Elite Guard (p 656) will be present here, mulling 
  about and eating or playing cards.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-SL-GSW-1: Staircase Down
  This leads down to “Map 10: Guardpost Southwest (DE-GL-
  GSW)” on page 140.
  DE-SL-GSW-2: Supplies
    A large pile of supplies occupies the center of the room.
  Access
  Contents
  Small 
  Crates 
  (3x)
  Container: Crate 
  or Barrel
  General Supplies, size 
  Medium
  Sack 
  (15x)
  (unprotected)
  Rations & Prepared 
  Food
  Access
  Contents
  Crate 
  (Large)
  Container: Crate 
  or Barrel
  General Supplies, size 
  Large
  DE-SL-GSW-3: Eastern Cache
    The eastern edge of the room contains a large 
  rectangular table laden with weaponry.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial Ranged, 
  3x and
  Weapons: Martial 2H, 5x
  DE-SL-GSW-4: North Windows
    To the north, in between the numerous windows, is a 
  pair of tables stacked with weaponry.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial Ranged, 
  3x and
  Weapons: Martial 2H, 5x
  DE-SL-GSW-5: West View
  The guardpost offers a decent view of the courtyard to the 
  west via its one window.
  DE-SL-GSW-6: North View
  From its three ample windows, guards can see the entirety of 
  the courtyard to the north.
  
  260
  Second Level
  Map 64: Guardpost East (DE-SL-GE)
  One square equals 5 ft.
  
  261
  Second Level
  DE-SL-GE: Guardpost East
  Overview
  The second level of this guardpost has a floor 20’ above the 
  ground, and offers a perfect view and archery opportunities 
  to the north, east, and southeast, covering the entry and 
  courtyard of the Enclave.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    60% chance that 
    2d4-
  1 Enclave Guard (p 659) and 
    1d4-1 (minimum 0) 
  Enclave Elite Guard (p 656) will be present here, mulling 
  about and eating or playing cards.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-SL-GE-1: Staircase Down
  This leads down to “Map 11: Guardpost East (DE-GL-GE)” on 
  page 142.
  DE-SL-GE-2: Southwest Weapons
    The window to the southwest is flanked by two tables, 
  each laden with weapons.
  Access
  Contents
  Tables 
  (2x)
  (unprotected)
  Weapons: Martial Ranged and
  Weapons: Martial 2H, 5x
  DE-SL-GE-3: Southeast Weapons Cache
    The south of the room is a very long table with many 
  weapons stacked upon it.  To its west is a privy, and to 
  the notheast is a firepit and a sack.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial Ranged, 
  2x and
  Weapons: Martial 2H, 6x
  Sack
  (unprotected)
  Simple Foodstuffs
  DE-SL-GE-4: North Northeast Windows
    Windows overlook the outside of the Enclave here.  In 
  between each pair of windows is a table laden with 
  weapons.
  Access
  Contents
  Tables 
  (3x)
  (unprotected)
  Weapons: Martial Ranged, 
  2x and
  Weapons: Martial 1H, 2x
  Cask
  (unprotected)
  Alcohol: General, size 
  Medium
  DE-SL-GE-5: East View
  Through the two eastward windows, guards have a 
  commanding view of the Druid Forest beyond the outer wall 
  of the Enclave.
  DE-SL-GE-6: North View
  The courtyard here is easily visible from the two windows.
  DE-SL-GE-7: West View
  Two windows overlook the western courtyard here.
  DE-SL-GE-8: South View
  Although but a single window overlooks it, the south 
  courtyard is still easily defensible from this vantage.
  
  262
  Second Level
  Map 65: Guardpost Southeast (DE-SL-GSE)
  One square equals 5 ft.
  
  263
  Second Level
  DE-SL-GSE: Guardpost Southeast
  Overview
  The second level of this guardpost has a floor 20’ above the 
  ground, and offers a perfect view and archery opportunities 
  to the north, east, and southeast, covering the entry and 
  courtyard of the Enclave.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    60% chance that 
    2d4-
  1 Enclave Guard (p 659) and 
    1d4-1 (minimum 0) 
  Enclave Elite Guard (p 656) will be present here, mulling 
  about and eating or playing cards.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-SL-GSE-1: Staircase Down
  This leads down to “Map 12: Guardpost Southeast (DE-GL-
  GSE)” on page 144.
  DE-SL-GSE-2: Southwest Weapons
    Two tables sit against walls in the southwest, laden with 
  weaponry.
  Access
  Contents
  Tables 
  (2x)
  (unprotected)
  Weapons: Martial Ranged and
  Weapons: Martial 2H, 5x
  DE-SL-GSE-3: Central Stockpile
    Much of the center of the large chamber is occupied by a 
  pile of supplies.
  Access
  Contents
  Small 
  Crates 
  (2x)
  Container: Crate 
  or Barrel
  General Supplies, size 
  Medium
  Sack 
  (10x)
  (unprotected)
  Rations & Prepared 
  Food
  Large 
  Crates 
  (2x)
  Container: Crate 
  or Barrel
  General Supplies, size 
  Large
  Barrels 
  (2x)
  Container: Crate 
  or Barrel
  Alcohol: General, size 
  Medium
  DE-SL-GSE-4: North Weapons Cache
    In between each pair of windows to the north here is a 
  table laden with weapons and cutlery.
  Access
  Contents
  Tables 
  (2x)
  (unprotected)
  Weapons: Martial Ranged and
  Weapons: Martial 1H
  DE-SL-GSE-5: Northeast Corner
    A firepit sits in the northeast corner.  To its southwest is 
  a table piled with foodstuffs and weapons.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial Ranged
  DE-SL-GSE-6: East View
  The windows in the east wall overlook the Druid Forest 
  outside the Enclave.
  DE-SL-GSE-7: South View
  Through the two barred windows in the south wall, one can 
  see the Druid Forest to the south.
  DE-SL-GSE-8: North Courtyard View
  Three large windows overlook the north of the Enclave 
  interior.
  DE-SL-GSE-9: West Courtyard View
  From the one narrow window, one can still glimpse the 
  courtyard to the west and the entrance to the guardpost 
  underneath.
  
  264
  Second Level
  Map 66: Gatehouse Complex Overview (DE-SL-GHC-O)
  One square equals 5 ft.
  
  265
  Second Level
  DE-SL-GHC-O: Gatehouse Complex Overview
  Overview
  All visitors and guests and residents must pass through here 
  to gain entry into the Enclave.  It is a heavily guarded and 
  nearly always occupied two-story structure.  
  Mechanically, all creatures suffer a -3 circumstance penalty 
  to 
    Stealth checks on the interior of this region (Location 
  3, as well as the courtyard to the north of Location 3).  
  Outside of the exterior stone wall (for example, for those 
  wishing to enter or egress via the secret door), this penalty 
  does not apply.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Note that although the Enclave is no stranger to visitors, 
  those coming into the city proper had better have some 
  description prepared as to why they are seeking entry.  “I 
  wanted to check out the city” is rarely a usable excuse, 
  although for a group of adventurers such as the PCs, the 
  guards will likely make an exception.
  Random Encounters
  Day or night, there is a 
    90% chance that 
    3d6 Enclave 
  Guards (p 659) and 
    2d4 Enclave Elite Guard (p 656) 
  will be present here, mulling about and eating or playing 
  cards.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; using Context 
  C; closed & locked when encountered
  Areas of Interest
  DE-SL-GHC-O-1: Gatehouse Complex 
  West
  Please turn to page 266 for more information on this 
  structure.
  DE-SL-GHC-O-2: Gatehouse Complex 
  East
  Please refer to page 269 for more information on this 
  structure.
  DE-SL-GHC-O-3: Gatehouse Complex 
  Entryway
  This region bears the greatest scrutiny of any square footage 
  in the entire Enclave.  The guards well understand that this 
  is the sole means of entry or departure for any creatures or 
  citizens.
  Even the common rank-and-file guards have been advised 
  that yes, although the Enclave city houses its secrets and 
  passageways, such clandestine and hidden regions in no way 
  grant access to the city itself.  
  This entryway is the only way in or out, period... and it is 
  a responsibility that the guards of the Enclave take very 
  seriously.
  There are four protective barriers between the courtyard 
  to the north and the citycenter proper to the south: two 
  massive sets of double doors, and two portcullises.
  During daytime hours, the portcullises are typically drawn 
  up to provide swifter travel.  These are usually closed at 
  night or during times of conflict.
  Unless a traveler is following another set of travelers who 
  have been granted passage, the doors are typically closed and 
  locked.  
  Enterprising PCs may wait for another traveler to be 
  admitted, to sneak in behind them.  During daytime hours, 
  in any given ten-minute span of time, there is a 
    60% 
  chance of a legitimate traveler approaching the gates and 
  being granted passage.  This drops to 
    20% at night.  
  Following an admitted traveler requires three successive 
    
  Stealth checks (one for each section of courtyard), oppposed 
  by the highest Perception of the guards who have been 
  determined to be present (see above).  Failure means guards 
  apprehend the sneaker and question them; the Attitude 
  Tracker of the guards suffers an immediate -3 penalty for 
  the sneaking around.
  Access
  Gatehouse 
  Double 
  Doors
    Locks: Door, Stronghold; using Context 
  C; closed & locked when encountered
  Portcullises
    Locks: Door, Stronghold; using Context 
  C; closed & locked when encountered; 
  lock mechanism cannot be accessed from 
  the portcullis itself so only a Strength or 
  breaking check will apply
  DE-SL-GHC-O-4: Gatehouse South 
  Entryway
  This region is largely ignored by those on the second floor of 
  the gatehouse.
  
  266
  Second Level
  Map 67: Gatehouse Complex West (DE-SL-GHC-W)
  One square equals 5 ft.
  
  267
  Second Level
  DE-SL-GHC-W: Gatehouse Complex West
  Overview
  This guardpost overlooks the central courtyard, and serves 
  as a garrison for those guards who are stationed here.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-SL-GHC-W-1: Staircase Down
  This leads down to “Map 14: Gatehouse Complex West (DE-
  GL-GHC-W)” on page 148.
  DE-SL-GHC-W-2: South Window
    Near a south-facing window is a firepit and a table 
  bearing weapons.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial Ranged
  DE-SL-GHC-W-3: Crate Supplies
    A large line of a dozen crates fills much of the central and 
  southern space of this chamber.
  Access
  Contents
  Small 
  Crates (8x)
  Container: 
  Crate or 
  Barrel
  General Supplies, size 
  Medium
  Large 
  Crates (4x)
  Container: 
  Crate or 
  Barrel
  General Supplies, size 
  Large
  Sacks (9x)
  (unprotected)
  Simple Foodstuffs
  Chest
  Locks: Chest, 
  Simple
  Weapons: Light, using 
  Context C and
  Gems: Low
  Crate Tops 
  (3x)
  (unprotected)
  Weapons: Martial 1H and
  Coin Treasure: Moderate
  DE-SL-GHC-W-4: Dining & Weapons
    Two long rectangular tables occupy the eastern center of 
  the room: one, a dining table set for a modest meal, and 
  the other laden with weapons.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial 2H, 6x and
  Weapons: Martial 1H, 2x
  DE-SL-GHC-W-5: Western Weapons
    Two windows overlook the Druid Forest beyond the wall; 
  to the left of each is a table bearing weapons.
  Access
  Contents
  Tables 
  (2x)
  (unprotected)
  Weapons: Martial Ranged and
  Weapons: Light, 3x
  DE-SL-GHC-W-6: North Supplies
    To the north of the room is another set of crates, and a 
  table bearing military supplies.
  Access
  Contents
  Small 
  Crate
  Container: Crate 
  or Barrel
  General Supplies, size 
  Medium
  Large 
  Crate
  Container: Crate 
  or Barrel
  General Supplies, size Large
  Table
  (unprotected)
  Armor: Shields, 4x, and
  Weapons: Martial 1H
  DE-SL-GHC-W-7: North Observation
    The best view is the alcove in the north wedge of the 
  room.  A table of weapons and three casks keep those 
  standing watch company.
  Access
  Contents
  Barrels 
  (3x)
  Container: Crate 
  or Barrel
  Fresh water
  Table
  (unprotected)
  Weapons: Martial Ranged
  DE-SL-GHC-W-8: West Lookout
  From these windows, one can see the Druid Forest to the 
  north and west of the Enclave.
  DE-SL-GHC-W-9: North Courtyard 
  Lookout
    From the northeastern window, guards can see the 
  northern courtyard.
  DE-SL-GHC-W-10: Northeast Courtyard
  This tends to be where all of the focus of the guards is on the 
  
  268
  Second Level
  interior courtyard.  
  DE-SL-GHC-W-11: South-Central 
  Courtyard
  Few guards pay attention to this space in practice.
  DE-SL-GHC-W-12: Southern Courtyard
  Boasting the smallest and least-accessible window, this 
  vantage point is rarely paid attention to by the guards.
  
  269
  Second Level
  Map 68: Gatehouse Complex East (DE-SL-GHC-E)
  One square equals 5 ft.
  
  270
  Second Level
  DE-SL-GHC-E: Gatehouse Complex East
  Overview
  This guardpost overlooks the central courtyard, and serves 
  as a garrison for those guards who are stationed here.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-SL-GHC-E-1: Staircase Down
  This leads down to “Map 15: Gatehouse Complex East (DE-
  GL-GHC-E)” on page 151.
  DE-SL-GHC-E-2: South Dining
    A dining table occupies much of the space to the south, 
  here.  To the southwest is a barrel of fresh water and a 
  weapons table; to the east is a privy, workbench, and 
  stools facing the window to the south.
  Access
  Contents
  Barrel
  (unprotected)
  Fresh water
  Table
  (unprotected)
  Weapons: Martial Ranged 2x 
  and Weapons: Light 2x
  DE-SL-GHC-E-3: Southeast Armory
    Shields and armor are stacked on this long table.
  Access
  Contents
  Table
  (unprotected)
  Armor: Shields 6x and
  Armor: Medium 3x
  DE-SL-GHC-E-4: Supply Crates
    A line of supply crates extends from the staircase 
  northward.
  Access
  Contents
  Small 
  Crates (8x)
  Container: Crate 
  or Barrel
  General Supplies, size 
  Medium
  Access
  Contents
  Large 
  Crates (3x)
  Container: Crate 
  or Barrel
  General Supplies, size 
  Large
  Sacks (12x)
  (unprotected)
  Simple Foodstuffs
  Chests (2x)
  Locks: Chest, 
  Simple
  Gems: Low and
  Potions: Moderate
  Crate Tops 
  (3x)
  (unprotected)
  Weapons: Martial 1H 
  and
  Coin Treasure: 
  Moderate
  DE-SL-GHC-E-5: West Weapons Cache
    North of the stairwell and against the wall is a long table 
  filled with weaponry.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial 2H, 5x and
  Weapons: Light
  DE-SL-GHC-E-6: North Windows
    A trio of casks is stacked against the west wall; to their 
  south is a table with weapons.  To the east is a circular 
  table with more weapons.
  Access
  Contents
  Casks (3x)
  Container: 
  Crate or 
  Barrel
  Alcohol: General, size 
  Medium
  Tables (2x)
  (unprotected)
  Weapons: Ranged 
  Martial and
  Weapons: Martial 1H
  DE-SL-GHC-E-7: Northwest Courtyard
  Few guards look in this narrow area.
  DE-SL-GHC-E-8: Main Courtyard
  This is where the primary attention of most guards is.
  DE-SL-GHC-E-9: Southwest Courtyard
  There aren’t many guards who observe here.
  DE-SL-GHC-E-10: South Window
    This window offers an expansive view of the courtyard.
  DE-SL-GHC-E-11: Southeast Window
  From here, guards can observe the east garden... particularly 
  useful to catch those sneaking into the secret door below.
  DE-SL-GHC-E-12: Northeast View
    These windows offer a perfect view of the gardens.
  
  271
  Underground 1
  Underground: 
  Level 1
  
  272
  Undeground 1
  Map 69: Druid Enclave Side Projection, Underground Level 1
  
  273
  Underground 1
  Map 70: Underground Level 1, Overview (DE-B1-O)
  One square equals 20 ft.
  
  274
  Undeground 1
  Level Introduction: Underground Level 1
  Summary
  Underground 1 can be conceptually divded into three regions: 
  First, the formal, “known” areas that are linked to the 
  public.
  Second, the “hidden” regions known only to the elite of 
  Enclave Security forces, which underlie the Guardposts from 
  the Ground Level.
  Third, the “secret” tunnels and forgotten caves, most of 
  which are unknown to nearly everyone, and some of which 
  have been completely undiscovered for hundreds of years.
  From a formal standpoint, this level mainly serves as 
  an intermediary step that links the Ground Level with 
  Underground Level 2, which contains more “known” regions 
  for citizen residences.
  Enclave Underground Structures
  The presence of underground levels in the Enclave is the 
  worst-kept secret of design in the Realms.  Originally 
  architected and built many centuries ago as a hidden 
  understructure of defense, the original intent was to provide 
  zones into which citizens could go if the Enclave were 
  assaulted.
  This approach held for about a hundred years, until A) 
  the secret was out and everyone knew about the presence 
  of underground levels, and B) the population of the 
  Enclave grew beyond what the surface level could sustain, 
  necessitating use of the lower levels to hold the populace.
  Although the several underground levels are known to most 
  citizens of the Enclave, there persists a sense that they are 
  for defense, and should be protected.  As a result, most 
  people who are not well-known to the Enclave who venture 
  down here will be questioned as to their purpose.
  Underground Level 1 is the first of these underground 
  realms.
  Public Structures
  Although not necessarily advertised, and seldom shared with 
  travelers and tourists, these regions are well-known by all 
  citizens, and it’s not unusual at all to see people flowing up 
  and down regularly.
  The following Locations are Public Structures:
  Locations 17, 18, 19, 20, and 21.
  Hidden Structures
  “Hidden Structures” are those that are not publicly known, 
  but are regularly shared and used by Enclave Security.
  These structures count as Hidden Structures:
  Locations 1, 2, 3, 4, 5, 6, 7, and 8.
  Secret Structures
  Some caves date back centuries, and have been neither used 
  nor known for that time.  Cave-ins, intentional maskings, 
  and natural phenomena have obfuscated these structures 
  from all.
  Nobody in the Enclave knows of these structures, though of 
  course they may be discovered by the PCs.
  The following regions are Secret Structures:
  Locations 9, 10, 11, 12, 13, 14, 15, and 16.
  Entrances and Exits
  Note that the following are typical, even secret, means of 
  entering and exiting the level as it was designed.
  Other, magical means of navigating the level (for example, 
  teleportation spells, transmute stone to mud or similar spells 
  that affect barriers, or those that grant incorporeality) are 
  not discussed and are left to the GM to manage should they 
  be introduced.
  Entry from Ground Level
    The only formal means of entry is the main elevator at 
  Location 17.
    There are ceiling trapdoors that lead up to guardposts 
  on the Ground Level located in the hidden rooms in 
  Locations 1, 2, 3, 4, 5, 6, 7, and 8.
  Exits to Underground Level 2
    There are four elevators that lead down to Level 2, 
  publicly known and located at Locations 18, 19, 20, and 
  21.
  Overview
  For most citizens, and some run-throughs by the PCs, this 
  level is merely an intermediary means of transport between 
  the Ground Level and the Underground Level 2.
  Those who go poking around, or who have come down here 
  via the secret Guardpost trapdoors, can find a great deal of 
  interesting exploration.
  Atmosphere & Theme
  Public Regions are busy, flowing with people moving up and 
  down, day and night.
  Hidden Regions are rarely, but sometimes, used, and 
  will occasionally hold a Guard or two (see each location’s 
  description for more information).
  Secret Regions have lain dormant and undiscovered 
  for a hundred years or more, and as a result, are largely 
  unpopulated (though occasional monsters may be 
  
  275
  Underground 1
  wandering!).
  Secret Region Random Encounters
  As noted above, Locations 9, 10, 11, 12, 13, 14, 15, and 16 
  are Secret Structures, meaning that no citizen or sentient is 
  aware of them.
  That said, danger still lurks, as these regions are connected 
  to each other and to the surface and other, deeper caverns 
  via small holes and crevies.
  Immediately upon discovering a Secret Region, and 
  thereafter every 10 minutes wandering about in one, roll 
  on the following table to determine whether a random 
  encounter occurs:
  Table 21: Underground Level 1 Secret Cavern Default 
  Random Encounters
  D%
  Event
  Description
  01-35
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  36-40
  Trivial 
  Encounter
  Roll once on 
     Monsters: 
  Caves, Trivial.
  41-50
  Light 
  Encounter
  Roll once on 
   Monsters: 
  Caves, Light.
  51-70
  Average 
  Encounter
  Roll once on 
   Monsters: 
  Caves, Average.
  71-90
  Advanced 
  Encounter
  Roll once on 
   Monsters: 
  Caves, Advanced.
  91-00
  Elite 
  Encounter
  Roll once on 
   Monsters: 
  Caves, Elite.
  Default Random Encounters
  Some Areas of Interest within this level will describe 
  a certain approach to Random Encounters, either by 
  overriding the timing (e.g., “every 30 minutes), and/or by 
  providing its own localized version of the random encounter 
  table below.
  Absent such an override, while in Public Structures or 
  Hidden Structures, roll on the following table of Default 
  Random Encounters for every 10 minutes the party 
  remains in this area.
  Note that although the Public and Hidden Structures are 
  civilized and well-used, there still exists the occasional 
  chance of threat from monsters.
  Table 22: Enclave Underground Level 1 Default Random 
  Encounters
  D%
  Event
  Description
  01-40
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  D%
  Event
  Description
  41-70
  Random City 
  Encounter
  Roll once on “FlexTable 36: Druid 
  Enclave Random Encounters” on 
  page 118.
  71-96
  NPC 
  Encounter
  Roll once on the Default NPC 
  Encounter Table below.
  97-00
  Random 
  Cavern 
  Encounter
  Roll once on “Secret Cavern 
  Default Random Encounters”, 
  above.
  Default NPC Encounters
  Some Areas of Interest within this level will describe a 
  certain approach to NPC Encounters, providing its own 
  localized version of the table below.
  Absent such an override, when in this level, when directed to 
  roll for a random NPC, roll on the following table.  
    Note that if a certain circumstance mandates the 
  presence of an NPC, you may ignore and reroll results of 
  “No Encounter” on the table below. 
   
  The GM is, as in all other aspects of the adventure, to 
  use her common sense regarding use of this table.  You 
  should feel free to ignore or reroll results with which you 
  don’t agree, or simply choose a result yourself to keep 
  with the atmosphere of the adventure as experienced by 
  your gaming group. 
   
  Note, also, that any entry in the list below that has a 
  blank (“-”) next to it for roll results means that that NPC 
  is never normally encountered in this level.
  Table 23: Default NPC Encounter: Underground Level 1
  Suggested Population: 
    1d6 rolls
  D%
  Key NPC
  Profession
  Page
  01
  Gallianne 
  Estrarch
  Council 
  Elder
  478
  02
  Ashrem Ilydron
  Council 
  Elder
  483
  03
  Trotysse Airdarr Council 
  Elder
  488
  04
  Halabedarr
  Council 
  Elder
  493
  05
  Siriquille
  Council 
  Elder
  498
  06
  Usborn 
  Tossercobb
  Council 
  Elder
  503
  07
  Barksel 
  Ferubrankcht
  Council 
  Elder
  508
  08-11
  Groob
  Blacksmith
  513
  12-16
  Imay Aldreban
  Healer
  518
  17-20
  Allaha Gorrut
  Sage
  523
  
  276
  Undeground 1
  D%
  Key NPC
  Profession
  Page
  21-24
  Forsythar
  Tailor
  528
  25-28 Sannelle 
  Goregut
  Weapons 
  Trainer
  533
  29-32 Jaer
  Druid 
  Trainer
  538
  33-36
  Terjonne
  Ranger 
  Trainer
  543
  37-40 Ulfgarre 
  Thorngage
  Herbalist/
  Apothecary
  548
  41-44
  Seddyn
  Provisioner
  552
  45-48 Plakk
  Mercenary
  556
  49-52 Gaeryn
  Mercenary
  560
  53-56
  Tultokka
  Mercenary
  564
  57-61
  Wubafix
  Black 
  Market 
  Leader
  568
  62-65 Kerrithe
  Blackmail 
  Leader
  572
  66-69 Darrlie
  Assassin
  576
  70-73
  Rannos 
  Rannthak
  Noble
  580
  74-77
  Anastrianna 
  Liadon
  Noble
  585
  78-81
  Meliannthe
  Socialite
  590
  82-85 Phaelynne 
  Helliar
  Merchant 
  Queen
  595
  86-89 Klasandrel 
  Sulidan
  Merchant 
  Prince
  600
  90-93 Lia Ilphur
  Lone 
  Crusader
  605
  94-97 Wyrida
  Special 
  Operative 
  of the 
  Council
  615
  98-
  00
  Clarida
  Wyrida’s 
  younger 
  sister
  610
  Areas of Interest
  DE-B1-O-1: Guardpost NW Basement
  Please turn to page 278 for more details.
  DE-B1-O-2: Guardpost NE Basement
  Page 281 begins a description of this room.
  DE-B1-O-3: Guardpost W Basement
  This chamber is found described starting with page 284.
  DE-B1-O-4: Guardpost SW Basement
  Please refer to page 286 for further details.
  DE-B1-O-5: Guardpost E Basement
  Page 288 contains further information.
  DE-B1-O-6: Guardpost SE Basement
  Turn to page 290 for more details.
  DE-B1-O-7: Gatehouse Complex West 
  Basement
  This region can be found described in full on page 293.
  DE-B1-O-8: Gatehouse Complex East 
  Basement
  Refer to page 296 for further details.
  DE-B1-O-9: Secret Passage North
  Turn to page 299 for more information.
  DE-B1-O-10: Secret Passage Northeast
  Please turn to page 301 for further details.
  DE-B1-O-11: Secret Passage East
  Full details can be found starting on page 303.
  DE-B1-O-12: Secret Passage Gatehouse 
  Connector
  Page 305 commences further information on this region.
  DE-B1-O-13: Secret Passage Northwest
  Refer to page 307 for further details.
  DE-B1-O-14: Secret Passages West
  Kindly refer to page 309 for more information.
  DE-B1-O-15: Secret Passages East
  Page 311 begins more details.
  DE-B1-O-16: Secret Passages South
  Turn to page 313 for more information.
  DE-B1-O-17: Elevator Up
  This region is described in detail starting on page 315.
  DE-B1-O-18: Elevator Down NW
  Please refer to page 319 for a full description.
  DE-B1-O-19: Elevator Down NE
  Page 321 commences a full depiction of this zone.
  
  277
  Underground 1
  DE-B1-O-20: Elevator Down SE
  Page 323 begins more information.
  DE-B1-O-21: Elevator Down SW
  Turn to page 325 for further details.
  
  278
  Undeground 1
  Map 71: Guardpost Northwest Basement (DE-B1-GNW-B)
  One square equals 5 ft.
  
  279
  Underground 1
  DE-B1-GNW-B: Guardpost Northwest Basement
  Overview
  The basements of the many Guardposts in the Enclave were 
  designed with three purposes in mind: first, as a long-
  term storage of military and civilian supplies.  Second, the 
  basements are meant to serve as emergency places of shelter 
  and defense in the event of an assault on the Enclave.
  Third—and, importantly, a long-forgotten aspect of the 
  design of the entirety of Underground Level 1 as a whole—the 
  tunnels that connect the Guardpost Basements to each other 
  and to other structures can act as a means of navigating 
  behind invading forces, and either attacking by surprise, 
  and/or enabling escape.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    15% chance that 
    1d4-
  1 (minimum 0) Enclave Guard (p 659) and 
    1d4-2 
  (minimum 0) Enclave Elite Guard (p 656) will be present 
  here, mulling about and eating or playing cards.
  Since only members of the Enclave Security forces, and 
  perhaps some Elders, are even aware of the existence 
  of the Guardpost Basement chambers, no other NPCs or 
  Dramatis Personae will ever likely be found down here.  
  Treat any results that involve one of these characters as “No 
  Encounter”.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-B1-GNW-B-1: Secret Tunnel East
  Read the following only if the secret is discovered.  This 
  passage becomes “Map 79: Secret Passage North (DE-B1-
  SP-N)” on page 299.
    Behind the tumble of rocks, you find a section of cave 
  wall that falls apart in rough earthen chunks at your 
  touch.  Beyond is the smell of vacant decades, if not 
  centuries, as dusty cobwebs obscure your view.
  Access
  Secret 
  Tunnel
    Locks: Door, Secret; Perception only (no 
  lock)
  DE-B1-GNW-B-2: North Supplies
    Along the northern edge of the chamber is a long table 
  laden with weapons, and a cache of supplies to its east.
  Access
  Contents
  Small 
  Crate (3x)
  Container: 
  Barrel or 
  Crate
  General Supplies, size 
  Medium
  Table
  (unprotected)
  Weapons: Martial 1H, 6x 
  and
  Armor: Shields, 3x and
  Weapons: Martial Ranged, 
  4x
  DE-B1-GNW-B-3: Supplies Northwest
    In the northwest of the room is a simple table with 
  scattered cutlery.  To its northwest is a table topped with 
  weapons; a privy sits to the south.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial 1H and
  Weapons: Martial Ranged and
  Weapons: Light 3x
  DE-B1-GNW-B-4: Barrel Stack
    In the southwest of the earthen chamber is a stack of 
  casks.
  Access
  Contents
  Casks 
  (5x)
  Container: Barrel 
  or Crate
  Alcohol: General, size 
  Medium
  DE-B1-GNW-B-5: Southeast Supplies
    Two tables and a firepit keep the cobwebs company in 
  the southeast of the chamber.  Against the east edge of 
  the room is a table laden with weaponry.
  
  280
  Undeground 1
  Access
  Contents
  Table 
  (2x)
  (unprotected)
  Weapons: Martial 1H and
  Weapons: Martial Ranged and
  Weapons: Light
  DE-B1-GNW-B-6: Trapdoor Up
  This trapdoor leads upstairs to “Map 7: Guardpost Northwest 
  (DE-GL-GNW)” on page 134.
  
  281
  Underground 1
  Map 72: Guardpost Northeast Basement (DE-B1-GNE-B)
  One square equals 5 ft.
  
  282
  Undeground 1
  DE-B1-GNE-B: Guardpost Northeast Basement
  Overview
  The basements of the many Guardposts in the Enclave were 
  designed with three purposes in mind: first, as a long-
  term storage of military and civilian supplies.  Second, the 
  basements are meant to serve as emergency places of shelter 
  and defense in the event of an assault on the Enclave.
  Third—and, importantly, a long-forgotten aspect of the 
  design of the entirety of Underground Level 1 as a whole—the 
  tunnels that connect the Guardpost Basements to each other 
  and to other structures can act as a means of navigating 
  behind invading forces, and either attacking by surprise, 
  and/or enabling escape.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    15% chance that 
    1d4-
  1 (minimum 0) Enclave Guard (p 659) and 
    1d4-2 
  (minimum 0) Enclave Elite Guard (p 656) will be present 
  here, mulling about and eating or playing cards.
  Since only members of the Enclave Security forces, and 
  perhaps some Elders, are even aware of the existence 
  of the Guardpost Basement chambers, no other NPCs or 
  Dramatis Personae will ever likely be found down here.  
  Treat any results that involve one of these characters as “No 
  Encounter”.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-B1-GNE-B-1: Trapdoor Up
  This leads up to “Map 8: Guardpost Northeast (DE-GL-GNE)” 
  on page 136.
  DE-B1-GNE-B-2: Armory
    Atop an array of crates sit ranks of shields, weapons, and 
  a chest.
  Access
  Contents
  Small 
  Crate (2x)
  Container: 
  Barrel or 
  Crate
  General Supplies, size 
  Medium
  Large 
  Crate (2x)
  Container: 
  Barrel or 
  Crate
  General Supplies, size Large
  Crate 
  Tops
  (unprotected)
  Armor: Shields, 8x and
  Weapons: Light, 6x and
  Weapons: Martial 1H, 4x
  Chest
  Locks: Chest, 
  Strongbox, 
  using Context 
  D
  Coin Treasure: Moderate 
  and
  Potions: Moderate
  DE-B1-GNE-B-3: North Weapons Table
    The the north of the chamber is a long table laden with 
  weapons.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial Ranged 4x and
  Weapons: Martial 1H 3x
  DE-B1-GNE-B-4: South Barrels
    Atop a series of wooden pallets in the south of the 
  chamber is a horde of sealed barrels.
  Access
  Contents
  Barrels 
  (17x)
  Container: Barrel or 
  Crate, using Context D
  Fresh water
  DE-B1-GNE-B-5: West Weapons & Secret
    Against the western edge of the chamber is a small table 
  topped with weaponry.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial Ranged and
  Weapons: Light 4x
  Read the following only if the secret is discovered.  This 
  passage becomes “Map 79: Secret Passage North (DE-B1-
  SP-N)” on page 299.
    Behind the table and a few rocks, you find a section of 
  cave wall that falls apart in rough earthen chunks at 
  your touch.  Beyond is the smell of vacant decades, if not 
  
  283
  Underground 1
  centuries, as dusty cobwebs obscure your view.
  Access
  Secret 
  Tunnel
    Locks: Door, Secret; Perception only (no 
  lock)
  DE-B1-GNE-B-6: Southeast Corner
    The southeast corner of the chamber contains a privy 
  against the east wall, and a tumble of cobwebby rocks in 
  the corner.
  DE-B1-GNE-B-7: Secret Passage 
  Southeast
  Read the following only if the secret is discovered.  This 
  passage becomes “Map 80: Secret Passage Northeast (DE-B1-
  SP-NE)” on page 301.
    Behind the webbed tumble of rocks, you find a section 
  of cave wall that falls apart in rough earthen chunks at 
  your touch.  Beyond is the smell of vacant decades, if not 
  centuries, as dusty cobwebs obscure your view.
  Access
  Secret 
  Tunnel
    Locks: Door, Secret; Perception only (no 
  lock), using Context B
  
  284
  Undeground 1
  Map 73: Guardpost West Basement (DE-B1-GW-B)
  One square equals 5 ft.
  
  285
  Underground 1
  DE-B1-GW-B: Guardpost West Basement
  Overview
  The basements of the many Guardposts in the Enclave were 
  designed with three purposes in mind: first, as a long-
  term storage of military and civilian supplies.  Second, the 
  basements are meant to serve as emergency places of shelter 
  and defense in the event of an assault on the Enclave.
  Third—and, importantly, a long-forgotten aspect of the 
  design of the entirety of Underground Level 1 as a whole—the 
  tunnels that connect the Guardpost Basements to each other 
  and to other structures can act as a means of navigating 
  behind invading forces, and either attacking by surprise, 
  and/or enabling escape.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    15% chance that 
    1d4-
  1 (minimum 0) Enclave Guard (p 659) and 
    1d4-2 
  (minimum 0) Enclave Elite Guard (p 656) will be present 
  here, mulling about and eating or playing cards.
  Since only members of the Enclave Security forces, and 
  perhaps some Elders, are even aware of the existence 
  of the Guardpost Basement chambers, no other NPCs or 
  Dramatis Personae will ever likely be found down here.  
  Treat any results that involve one of these characters as “No 
  Encounter”.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-B1-GW-B-1: Secret Passage East
  Read the following only if the secret is discovered.  This 
  passage becomes “Map 83: Secret Passage Northwest (DE-B1-
  SP-NW)” on page 307.
    Behind the cobwebbed tumble of rocks, you find a section 
  of cave wall that falls apart in rough earthen chunks at 
  your touch.  Beyond is the smell of vacant decades, if not 
  centuries, as dusty cobwebs obscure your view.
  Access
  Secret 
  Tunnel
    Locks: Door, Secret; Perception only (no 
  lock), using Context C
  DE-B1-GW-B-2: Southeast Corner
    The southeast corner contains a tumble of boulders 
  covered by thick cobwebs.
  DE-B1-GW-B-3: Trapdoor Up
  This leads up to “Map 9: Guardpost West (DE-GL-GW)” on 
  page 138.
  DE-B1-GW-B-4: Northeast Supplies
    Barrels lie against the northeast wall.  To their west is 
  a duo of crates; north of these is a spill of cobwebbed 
  boulders.
  Access
  Contents
  Small 
  Crate (2x)
  Container: Barrel 
  or Crate
  General Supplies, size 
  Medium
  Sacks 
  (3x)
  (unprotected)
  Simple Foodstuffs
  Barrels 
  (4x)
  Container: Barrel 
  or Crate
  Alcohol: General, size 
  Medium
  DE-B1-GW-B-5: West Tables
    The western region of this chamber hosts a few tables, a 
  firepit, and an open barrel of stale but fresh water.
  DE-B1-GW-B-6: South Corner
    A privy, a blank table, boulders, cobwebs, and an 
  assortment of heavy canvas sacks litter this region.
  Access
  Contents
  Sacks 
  (6x)
  (unprotected)
  Simple Foodstuffs
  
  286
  Undeground 1
  Map 74: Guardpost Southwest Basement (DE-B1-GSW-B)
  One square equals 5 ft.
  
  287
  Underground 1
  DE-B1-GSW-B: Guardpost Southwest Basement
  Overview
  The basements of the many Guardposts in the Enclave were 
  designed with defense, security, and navigation in mind.
  Theme & Purpose
  This is a military building.  Intruders will be arrested.
  Random Encounters
  Day or night, there is a 
    15% chance that 
    1d4-
  1 (minimum 0) Enclave Guard (p 659) and 
    1d4-2 
  (minimum 0) Enclave Elite Guard (p 656) will be present 
  here, mulling about and eating or playing cards.
  Since only members of the Enclave Security forces, and 
  perhaps some Elders, are even aware of the existence 
  of the Guardpost Basement chambers, no other NPCs or 
  Dramatis Personae will ever likely be found down here.  
  Treat any results that involve one of these characters as “No 
  Encounter”.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-B1-GSW-B-1: Trapdoor Up
  This leads up to “Map 10: Guardpost Southwest (DE-GL-
  GSW)” on page 140.
  DE-B1-GSW-B-2: East Tables
    A workbench sits against the earthen wall in the east.  To 
  its west is a table littered with cutlery and stale moldy 
  bread.
  DE-B1-GSW-B-3: Southeast Corner
    A huge pile of threadbare, moth-eaten, and moldy cloth 
  in various forms and functions and states of disrepair 
  occupies the southeast corner.  Dust, mold, and cobwebs 
  cover much of the surfaces.
  DE-B1-GSW-B-4: Crate Supplies
    Three crates and some scattered sacks sit in the center of 
  the chamber.
  Access
  Contents
  Small Crate 
  (2x)
  Container: Barrel 
  or Crate
  General Supplies, size 
  Medium
  Large Crate
  Container: Barrel 
  or Crate
  General Supplies, size 
  Large
  Sacks (5x)
  (unprotected)
  Simple Foodstuffs
  DE-B1-GSW-B-5: Barrels West
    Against the western edge of the room is an assortment of 
  barrels, rocks, and cobwebs.
  Access
  Contents
  Large Barrels 
  (3x)
  Container: Barrel 
  or Crate
  Fresh water
  Small Barrels 
  (3x)
  Container: Barrel 
  or Crate
  Alcohol: General, 
  size Medium
  DE-B1-GSW-B-6: Weapons Table
    A long table laden with weapons sits to the north of the 
  supply crates.  To their north is a firepit and a barrel of 
  fresh water.
  Access
  Contents
  Table
  (unprotected)
  Weapons:Martial Ranged 4x and
  Weapons: Martial 2H, 4x and
  Weapons: Martial 1H, 3x
  DE-B1-GSW-B-7: Northeast Corner
    A privy sits against the northeast wall.  To its west is a 
  huge assortment of cloth sacks which contain rotted and 
  spoiled food.
  DE-B1-GSW-B-8: Secret Passage North
  Read the following only if the secret is discovered.  This 
  passage becomes “Map 85: Secret Passages East (DE-B1-
  SPS-E)” on page 311.
    Behind the pile of sacks, you find a section of earth that 
  falls apart at your touch.  Beyond is a dusty, dead smell.
  Access
  Secret 
  Tunnel
    Locks: Door, Secret; Perception only (no 
  lock)
  
  288
  Undeground 1
  Map 75: Guardpost East Basement (DE-B1-GE-B)
  One square equals 5 ft.
  
  289
  Underground 1
  DE-B1-GE-B: Guardpost East Basement
  Overview
  The basements of the many Guardposts in the Enclave were 
  designed with defense, security, and navigation in mind.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    15% chance that 
    1d4-
  1 (minimum 0) Enclave Guard (p 659) and 
    1d4-2 
  (minimum 0) Enclave Elite Guard (p 656) will be present 
  here, mulling about and eating or playing cards.
  Since only members of the Enclave Security forces, and 
  perhaps some Elders, are even aware of the existence 
  of the Guardpost Basement chambers, no other NPCs or 
  Dramatis Personae will ever likely be found down here.  
  Treat any results that involve one of these characters as “No 
  Encounter”.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-B1-GE-B-1: Trapdoor Up
  This leads up to “Map 11: Guardpost East (DE-GL-GE)” on 
  page 142.
  DE-B1-GE-B-2: Southwest Corner
    A table with a few weapons sits in the southeast corner, 
  to the west of a handful of canveas sacks and a privy.  To 
  their west is a small crate topped with a locked chest.
  Access
  Contents
  Small 
  Crate
  Container: 
  Barrel or 
  Crate
  General Supplies, size 
  Medium
  Chest
  Locks: Chest, 
  Simple
  Coin Treasure: Moderate
  Table
  (unprotected)
  Weapons: Martial Ranged and
  Weapons: Light
  DE-B1-GE-B-3: Secret Passage West
  Read the following only if the secret is discovered.  This 
  passage becomes “Map 81: Secret Passage East (DE-B2-
  SP-E)” on page 303.
    Behind the spiderwebs and the rocks, you find a section 
  of cave wall that falls apart in rough earthen chunks at 
  your touch.  Beyond is the smell of vacant decades, if not 
  centuries, as dusty cobwebs obscure your view.
  Access
  Secret 
  Tunnel
    Locks: Door, Secret; Perception only (no 
  lock), using Context B
  DE-B1-GE-B-4: North Supplies
    Three empty barrels stand here; to their west is a table 
  laden with weaponry.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial Ranged and
  Weapons: Light
  DE-B1-GE-B-5: East Corner
    This section of the chamber contains a firepit, three 
  barrels, and plenty of cobwebbed boulders.
  Access
  Contents
  Barrels 
  (3x)
  Container: Barrel 
  or Crate
  Alcohol: General, size 
  Medium
  
  290
  Undeground 1
  Map 76: Guardpost Southeast Basement (DE-B1-GSE-B)
  One square equals 5 ft.
  
  291
  Underground 1
  DE-B1-GSE-B: Guardpost Southeast Basement
  Overview
  The basements of the many Guardposts in the Enclave were 
  designed with defense, security, and navigation in mind.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    15% chance that 
    1d4-
  1 (minimum 0) Enclave Guard (p 659) and 
    1d4-2 
  (minimum 0) Enclave Elite Guard (p 656) will be present 
  here, mulling about and eating or playing cards.
  Since only members of the Enclave Security forces, and 
  perhaps some Elders, are even aware of the existence 
  of the Guardpost Basement chambers, no other NPCs or 
  Dramatis Personae will ever likely be found down here.  
  Treat any results that involve one of these characters as “No 
  Encounter”.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-B1-GSE-B-1: Trapdoor Up
  This leads up to “Map 12: Guardpost Southeast (DE-GL-GSE)” 
  on page 144..
  DE-B1-GSE-B-2: Northeast Corner
    A privy sits in the northeast corner.  To its west is a stack 
  of casks.
  Access
  Contents
  Casks (5x)
  Container: Barrel or Crate
  Fresh water
  DE-B1-GSE-B-3: Southeast Corner
    A trio of crates occupies the southeast corner.  To its 
  south is an assortment of canvas sacks in various stages 
  of decay and rot, covered by cobwebs.
  Access
  Contents
  Small 
  Crate 
  (3x)
  Container: 
  Barrel or 
  Crate
  General Supplies, size 
  Medium
  DE-B1-GSE-B-4: Weapons Table South
    Against the south edge of the chamber is a large table 
  laden with weaponry bearing the Enclave sigil.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial 1H, 3x and
  Weapons: Martial 2H, 3x and
  Weapons: Martial Ranged, 2x
  Chest
  Locks: Chest, 
  Simple
  Potions: Moderate
  DE-B1-GSE-B-5: Treasure & Table
    A table littered with parchment and cutlery is due west 
  of the trapdoor.  To its south is a small pile of belongings.
  Access
  Contents
  Treasure 
  Pile
  (unprotected)
  Weapons: Martial 1H and
  Armor: Light and
  Gems: Low
  DE-B1-GSE-B-6: Western Barrels
    The western edge of the chamber holds an assortment of 
  barrels and a firepit.
  Access
  Contents
  Barrels (3x)
  Container: Barrel or Crate
  Fresh water
  DE-B1-GSE-B-7: North Workshop
    A workbench and two weapons tables line the north edge 
  of the chamber.
  Access
  Contents
  Table 
  (2x)
  (unprotected)
  Weapons: Light 4x
  
  292
  Undeground 1
  DE-B1-GSE-B-8: Secret Passage North
  Read the following only if the secret is discovered.  This 
  passage becomes “Map 84: Secret Passages West (DE-B1-
  SPS-W)” on page 309..
    Behind tables, you find a section of cave wall that falls 
  apart in rough earthen chunks at your touch.  Beyond 
  is the smell of vacant decades, if not centuries, as dusty 
  cobwebs obscure your view.
  Access
  Secret 
  Tunnel
    Locks: Door, Secret; Perception only (no 
  lock)
  
  293
  Underground 1
  Map 77: Gatehouse Complex West Basement (DE-B1-GHW-B)
  One square equals 5 ft.
  
  294
  Undeground 1
  DE-B1-GHW-B: Gatehouse Complex West Basement
  Overview
  The basements of the many Guardposts in the Enclave were 
  designed with defense, security, and navigation in mind.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    30% chance that 
    1d6-1 
  (minimum 0) Enclave Guard (p 659) and 
    1d4-
  21(minimum 0) Enclave Elite Guard (p 656) will be 
  present here, mulling about and eating or playing cards.
  Since only members of the Enclave Security forces, and 
  perhaps some Elders, are even aware of the existence 
  of the Guardpost Basement chambers, no other NPCs or 
  Dramatis Personae will ever likely be found down here.  
  Treat any results that involve one of these characters as “No 
  Encounter”.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-B1-GHW-B-1: Trapdoor Up
  This leads up to “Map 14: Gatehouse Complex West (DE-GL-
  GHC-W)” on page 148..
  DE-B1-GHW-B-2: Southeast Edge
    Against the southeast edge of the room is a duo of tables 
  and chairs bearing weapons.
  Access
  Contents
  Tables 
  (2x)
  (unprotected)
  Weapons: Martial Ranged and
  Weapons: Martial 1H
  DE-B1-GHW-B-3: Southeast Secret 
  Passage
  Read the following only if the secret is discovered.  This 
  passage becomes “Map 82: Secret Passage Gatehouse 
  Connector (DE-B1-SP-GHC)” on page 305.
    Behind the weapons table, you find a section of cave wall 
  that falls apart in rough earthen chunks at your touch.  
  Beyond is the smell of vacant decades, if not centuries, as 
  dusty cobwebs obscure your view.
  Access
  Secret 
  Tunnel
    Locks: Door, Secret; Perception only (no 
  lock)
  DE-B1-GHW-B-4: Barrels East
    Against the curve of the eastern wall is an assortment 
  of barrels, a rockslide of boulders, and, to the north, a 
  firepit and cauldron.
  Access
  Contents
  Barrels 
  (8x)
  Container: Crate 
  or Barrel
  Alcohol: General, size 
  Medium
  DE-B1-GHW-B-5: North Weapons Cache
    Three tables have been arranged amidst a spill of rocks 
  in the north of the room.  Each bears weapons.
  Access
  Contents
  Tables 
  (3x)
  (unprotected)
  Weapons: Martial 2H, 3x and
  Weapons: Martial 1H, 2x and
  Weapons: Martial Ranged
  DE-B1-GHW-B-6: Gathering Table
    To the north of the trapdoor is a dinner table with a 
  scattering of cutlery and some stale bread.
  DE-B1-GHW-B-7: Supply Cache
    The room’s main cache of supplies is an assortment of 
  crates topped with and surrounded by various items and 
  containers.
  Access
  Contents
  Small 
  Crates (4x)
  Container: 
  Crate or Barrel
  Clothing: General, size 
  Medium
  
  295
  Underground 1
  Access
  Contents
  Large 
  Crates (3x)
  Container: 
  Crate or Barrel
  General Supplies, size 
  Large
  Sacks 
  (15x)
  (unprotected)
  Simple Foodstuffs
  Crate Tops 
  West (2x)
  (unprotected)
  Clothing: General, size 
  Medium, using Context 
  C and
  Coin Treasure: Moderate
  Crate Tops 
  Center
  (unprotected)
  Books: General 3x and
  Armor: Shields 3x
  Chest
  Locks: Chest, 
  Strongbox and
  Traps: General
  Gems: Semi-Precious and
  Potions: Moderate
  DE-B1-GHW-B-8: Northwest Privy
    A privy sits against the northwest wall, at the end of a 
  line of barrels.  The southmost barrel is filled with water 
  that has grown green with algae and is undrinkable.
  DE-B1-GHW-B-9: Secret Pasage 
  Northwest
  Read the following only if the secret is discovered.  This 
  passage becomes “Map 83: Secret Passage Northwest (DE-B1-
  SP-NW)” on page 307.
    Behind the weapons table, you find a section of cave wall 
  that falls apart in rough earthen chunks at your touch.  
  Beyond is the smell of vacant decades, if not centuries, as 
  dusty cobwebs obscure your view.
  Access
  Secret 
  Tunnel
    Locks: Door, Secret; Perception only (no 
  lock)
  DE-B1-GHW-B-10: Weapons Workshop 
  West
    A long table piled with weapons sits in the southwest of 
  the room.  To its north is a workbench.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial 2H, 6x 
  and
  Weapons: Martial 1H, 4x
  DE-B1-GHW-B-11: South Weapons 
  Benches
    Two weapons benches are in the southwest of the 
  room.  To theire north is a food table littered with rotted 
  parchment and cutlery.
  Access
  Contents
  Table (2x)
  (unprotected)
  Weapons: Martial Ranged 
  and
  Weapons: Light, 2x
  
  296
  Undeground 1
  Map 78: Gatehouse Complex East Basement (DE-B1-GHE-B)
  One square equals 5 ft.
  
  297
  Underground 1
  DE-B1-GHE-B: Gatehouse Complex East Basement
  Overview
  The basements of the many Guardposts in the Enclave were 
  designed with defense, security, and navigation in mind.
  Theme & Purpose
  This is a military building.  If anyone is present here, it is 
  strictly business; intruders without legitimate purpose will 
  be questioned pointedly, and likely arrested.
  Random Encounters
  Day or night, there is a 
    30% chance that 
    1d6-1 
  (minimum 0) Enclave Guard (p 659) and 
    1d4-
  21(minimum 0) Enclave Elite Guard (p 656) will be 
  present here, mulling about and eating or playing cards.
  Since only members of the Enclave Security forces, and 
  perhaps some Elders, are even aware of the existence 
  of the Guardpost Basement chambers, no other NPCs or 
  Dramatis Personae will ever likely be found down here.  
  Treat any results that involve one of these characters as “No 
  Encounter”.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  DE-B1-GHE-B-1: Trapdoor Up
  This leads up to “Map 15: Gatehouse Complex East (DE-GL-
  GHC-E)” on page 151.
  DE-B1-GHE-B-2: South Armory
    Against the southwest wall is a long table lined with 
  weapons and armor.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial 1H, 4x and
  Armor: Heavy, 2x and
  Armor: Shields 2x
  DE-B1-GHE-B-3: Southeast Supplies
    A score of barrels lines the south wall.  To their east is an 
  assortment of sacks in various stages of rot.
  Access
  Contents
  Barrels (4x)
  Container: Crate or Barrel
  Fresh water
  DE-B1-GHE-B-4: Eastern Weapons
    A long table laden with two-handed weapons sits against 
  the eastern wall here.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial 2H, 8x
  DE-B1-GHE-B-5: Secret Passage East
  Read the following only if the secret is discovered.  This 
  passage becomes “Map 81: Secret Passage East (DE-B2-
  SP-E)” on page 303.
    Behind a pile of boulders, you find a section of cave wall 
  that falls apart in rough earthen chunks at your touch.  
  Beyond is the smell of vacant decades, if not centuries, as 
  dusty cobwebs obscure your view.
  Access
  Secret 
  Tunnel
    Locks: Door, Secret; Perception only (no 
  lock)
  DE-B1-GHE-B-6: Supply Crates
    Three large crates sit to the north-center of the room, 
  laden with supplies.
  Access
  Contents
  Large 
  Crates (3x)
  Container: 
  Crate or Barrel
  General Supplies, size 
  Large
  Sacks (5x)
  (unprotected)
  Simple Foodstuffs
  Crate Tops
  (unprotected)
  Clothing: General, size 
  Medium, using Context B
  DE-B1-GHE-B-7: North Weapons
    An octagonal table littered with plates sits here to the 
  east of a rock pillar.  To its north is a long table laden 
  with weapons.
  
  298
  Undeground 1
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial 2H 6x 
  and
  Weapons: Martial 1H 3x
  DE-B1-GHE-B-8: Workbench
    A workbench sits here, with a chair.  To the south is a 
  pile of belongings.
  Access
  Contents
  Belongings
  (unprotected)
  Clothing: General and
  Coin Treasure: Moderate 
  and
  Weapons: Light, using 
  Context C
  DE-B1-GHE-B-9: Secret Passage North
  Read the following only if the secret is discovered.  This 
  passage becomes “Map 80: Secret Passage Northeast (DE-B1-
  SP-NE)” on page 301.
    Behind a pile of boulders, you find a section of cave wall 
  that falls apart in rough earthen chunks at your touch.  
  Beyond is the smell of vacant decades, if not centuries, as 
  dusty cobwebs obscure your view.
  Access
  Secret 
  Tunnel
    Locks: Door, Secret; Perception only (no 
  lock)
  DE-B1-GHE-B-10: Northwest Corner
    An archery bench sits in between two piles of rock.  To 
  their southwest is a privy.
  Access
  Contents
  Table
  (unprotected)
  Weapons: Martial Ranged 5x
  DE-B1-GHE-B-11: Southwest Corner
    Piles of rocks spill everywhere in the southwest corner.  
  A firepit and two barrels sit in between them, with some 
  stools.
  DE-B1-GHE-B-12: Secret Passage 
  Southwest
  Read the following only if the secret is discovered.  This 
  passage becomes “Map 81: Secret Passage East (DE-B2-
  SP-E)” on page 303.
    Behind a pile of boulders, you find a section of cave wall 
  that falls apart in rough earthen chunks at your touch.  
  Beyond is the smell of vacant decades, if not centuries, as 
  dusty cobwebs obscure your view.
  Access
  Secret 
  Tunnel
    Locks: Door, Secret; Perception only (no 
  lock)
  
  299
  Underground 1
  Map 79: Secret Passage North (DE-B1-SP-N)
  One square equals 5 ft.
  
  300
  Undeground 1
  DE-B1-SP-N: Secret Passage North
  Overview
  One of many secret passages underneath the Enclave, this 
  chamber has long been lost and its presence unknown to 
  everyone in the city.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 1, this chamber nevertheless 
  connects with other areas via earthen holes and burrows.
  As a result, there is some lingering danger of monsters here.
  Random Encounters
  Every 5 minutes of exploration here, roll on 
    “Table 21: 
  Secret Cavern Default Random Encounters” on page 275.
  Any results of “no encounter” or “NPC encounter” 
  indicate that, at least for one night’s worth of rest, this 
  region is momentarily safe for refuge, and may be used to 
  sleep, recover spells, etc.  I.e., do not reroll on the random 
  encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and secret, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Secret; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B1-SP-N-1: Entrance East
  This leads to “Map 72: Guardpost Northeast Basement (DE-
  B1-GNE-B)” on page 281.
  DE-B1-SP-N-2: East Passage
    The air here is unnaturally cool, and a soft breeze blows 
  from the west.
  DE-B1-SP-N-3: Rock Pile
  This pile of rocks counts as Difficult Terrain.
  DE-B1-SP-N-4: Spiderweb
  Although the creature that spun it is long gone, this 
  enormous spiderweb is still daunting, and counts as Difficult 
  Terrain.
  DE-B1-SP-N-5: Entrance West
  This leads to “Map 71: Guardpost Northwest Basement (DE-
  B1-GNW-B)” on page 278.
  
  301
  Underground 1
  Map 80: Secret Passage Northeast (DE-B1-SP-NE)
  One square equals 5 ft.
  
  302
  Undeground 1
  DE-B1-SP-NE: Secret Passage Northeast
  Overview
  One of many secret passages underneath the Enclave, this 
  chamber has long been lost and its presence unknown to 
  everyone in the city.
  This particular chamber also hosts a lake underneath the 
  surface lake, and a pent-up disaster waiting to happen if the 
  rocks in Location 4 are disturbed.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 1, this chamber nevertheless 
  connects with other areas via earthen holes and burrows.
  As a result, there is some lingering danger of monsters here.
  Random Encounters
  Every 5 minutes of exploration here, roll on 
    “Table 21: 
  Secret Cavern Default Random Encounters” on page 275.
  Any results of “no encounter” or “NPC encounter” 
  indicate that, at least for one night’s worth of rest, this 
  region is momentarily safe for refuge, and may be used to 
  sleep, recover spells, etc.  I.e., do not reroll on the random 
  encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and secret, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Secret; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B1-SP-NE-1: Entrance South
  This leads to “Map 78: Gatehouse Complex East Basement 
  (DE-B1-GHE-B)” on page 296.
  DE-B1-SP-NE-2: South Passage
    From north, you hear a gurgling sound, as though from 
  water seeping through a crevice and falling.
  DE-B1-SP-NE-3: Mushroom Patch
    Mushrooms abound here, and the soil is damp and moldy 
  in patches.  Rocks pile to the west, spilling into the 
  passageway.
  The fungi are entirely normal in nature.
  DE-B1-SP-NE-4: Rockpile Barrier
    Rocks form a barrier here; you cannot tell for certain if 
  there is more passage behind the floor-to-ceiling mound 
  of boulders and silt.  Water seeps through the upper 
  areas, spilling through the lower rocks and accounting 
  for the gradual piling of rocks to the east.
  If the PCs spend more than three rounds attemping to 
  remove the rocks to see what is behind, or if they employ 
  more dramatic measures to remove the rocks, the lake in 
  Location 5 will spill forth.  This causes 
    1d6 points of 
  bludgeoning damage to each character in Location 4 or 
  Location 3, and fills the entire chamber with waist-high 
  water for five minutes.
  After five minutes, the water will have dissipated sufficiently 
  tot he north and south to merely make all of the ground wet.
  Unleashing this torrent also collapses the secret walls in 
  Location 1 and Location 7.
  DE-B1-SP-NE-5: Underground Lake
  This region is only accessible after unleashing the torrent of 
  water in Location 4.  Up until that point, this entire chamber 
  will be underwater.
  Once the flood subsides, a lake will remain here.  
    A reservoir of water, not more than a few feet deep, sits 
  here.  The ceiling of the cave directly above it drips water 
  steadily from the lake on the surface.
  Although the PCs are in no immediate danger of collapse, the 
  combination of the deluge of water and the dripping of water 
  from a much larger lake should give them reason to escape 
  quickly.
  DE-B1-SP-NE-6: North Passage
    From the south, you hear a trickle of water.
  DE-B1-SP-NE-7: Entrance North
  This leads to “Map 72: Guardpost Northeast Basement (DE-
  B1-GNE-B)” on page 281.
  
  303
  Underground 1
  Map 81: Secret Passage East (DE-B2-SP-E)
  One square equals 5 ft.
  
  304
  Undeground 1
  DE-B1-SP-E: Secret Passage East
  Overview
  One of many secret passages underneath the Enclave, this 
  chamber has long been lost and its presence unknown to 
  everyone in the city.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 1, this chamber nevertheless 
  connects with other areas via earthen holes and burrows.
  As a result, there is some lingering danger of monsters here.
  Random Encounters
  Every 5 minutes of exploration here, roll on 
    “Table 21: 
  Secret Cavern Default Random Encounters” on page 275.
  Any results of “no encounter” or “NPC encounter” 
  indicate that, at least for one night’s worth of rest, this 
  region is momentarily safe for refuge, and may be used to 
  sleep, recover spells, etc.  I.e., do not reroll on the random 
  encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and secret, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Secret; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B1-SP-E-1: Entrance East
  This leads to “Map 75: Guardpost East Basement (DE-B1-
  GE-B)” on page 288.
  DE-B1-SP-E-2: Passage Center
    The tunnel is eerily still in this region.
  DE-B1-SP-E-3: Entrance West
  This leads to “Map 78: Gatehouse Complex East Basement 
  (DE-B1-GHE-B)” on page 296.
  
  305
  Underground 1
  Map 82: Secret Passage Gatehouse Connector (DE-B1-SP-GHC)
  One square equals 5 ft.
  
  306
  Undeground 1
  DE-B1-SP-GHC: Secret Gatehouse Connector
  Overview
  One of many secret passages underneath the Enclave, this 
  chamber has long been lost and its presence unknown to 
  everyone in the city.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 1, this chamber nevertheless 
  connects with other areas via earthen holes and burrows.
  As a result, there is some lingering danger of monsters here.
  Random Encounters
  Every 5 minutes of exploration here, roll on 
    “Table 21: 
  Secret Cavern Default Random Encounters” on page 275.
  Any results of “no encounter” or “NPC encounter” 
  indicate that, at least for one night’s worth of rest, this 
  region is momentarily safe for refuge, and may be used to 
  sleep, recover spells, etc.  I.e., do not reroll on the random 
  encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and secret, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Secret; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B1-SP-GHC-1: Entrance South
  This leads to “Map 87: Elevator Up (DE-B1-EU)” on page 
  315.
  DE-B1-SP-GHC-2: Smuggler’s Fate
    A long-dead half-elf lies here, amidst piles of trash and 
  possessions.  To his west is an assortment of empty 
  casks; to the north is a pile of smashed wood.
  After searching the area with the body, roll immediately on 
    “Table 21: Secret Cavern Default Random Encounters” 
  on page 275, and place any resulting monsters as 
  originating from Location 1 to the southwest.
  Access
  Contents
  Pile
  (unprotected)
  Clothing: General and
  Coin Treasure: Moderate and
  Weapons: Martial 1H, using 
  Context C and
  Armor: Light and
  Armor: Shields
  DE-B1-SP-GHC-3: Casks
    A trio of empty cfasks sit here.  Though the wood has 
  begun to rot, you can still detect a whiff of wine from the 
  debris.
  DE-B1-SP-GHC-4: Entrance Northwest
  This leads to “Map 77: Gatehouse Complex West Basement 
  (DE-B1-GHW-B)” on page 293.
  DE-B1-SP-GHC-5: Entrance Northeast
  This leads to “Map 78: Gatehouse Complex East Basement 
  (DE-B1-GHE-B)” on page 296.
  
  307
  Underground 1
  Map 83: Secret Passage Northwest (DE-B1-SP-NW)
  One square equals 5 ft.
  
  308
  Undeground 1
  DE-B1-SP-NW: Secret Passage Northwest
  Overview
  One of many secret passages underneath the Enclave, this 
  chamber has long been lost and its presence unknown to 
  everyone in the city.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 1, this chamber nevertheless 
  connects with other areas via earthen holes and burrows.
  As a result, there is some lingering danger of monsters here.
  Random Encounters
  Every 5 minutes of exploration here, roll on 
    “Table 21: 
  Secret Cavern Default Random Encounters” on page 275.
  Any results of “no encounter” or “NPC encounter” 
  indicate that, at least for one night’s worth of rest, this 
  region is momentarily safe for refuge, and may be used to 
  sleep, recover spells, etc.  I.e., do not reroll on the random 
  encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and secret, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Secret; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B1-SP-NW-1: Entrance East
  This leads to “Map 77: Gatehouse Complex West Basement 
  (DE-B1-GHW-B)” on page 293.
  DE-B1-SP-NW-2: Main Chamber
  If no monsters are currently known to the PCs or otherwise 
  “in play” upon the PCs entering this area, roll immediately 
  on 
    “Table 21: Secret Cavern Default Random 
  Encounters” on page 275, and place any resulting 
  monsters as originating from Location 4 to the west.
  DE-B1-SP-NW-3: Rock Pile
  Debris here obscures the passageway; it requires 2 rounds 
  of digging or other more dramatic measures to clear a 
  way.  Even after it is cleared, this region counts as Difficult 
  Terrain.
  DE-B1-SP-NW-4: Entrance West
  This leads to “Map 73: Guardpost West Basement (DE-B1-
  GW-B)” on page 284.
  
  309
  Underground 1
  Map 84: Secret Passages West (DE-B1-SPS-W)
  One square equals 5 ft.
  
  310
  Undeground 1
  DE-B1-SPS-W: Secret Passages West
  Overview
  One of many secret passages underneath the Enclave, this 
  chamber has long been lost and its presence unknown to 
  everyone in the city.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 1, this chamber nevertheless 
  connects with other areas via earthen holes and burrows.
  As a result, there is some lingering danger of monsters here.
  Random Encounters
  Every 5 minutes of exploration here, roll on 
    “Table 21: 
  Secret Cavern Default Random Encounters” on page 275.
  Any results of “no encounter” or “NPC encounter” 
  indicate that, at least for one night’s worth of rest, this 
  region is momentarily safe for refuge, and may be used to 
  sleep, recover spells, etc.  I.e., do not reroll on the random 
  encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and secret, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Secret; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B1-SPS-W-1: Entrance West
  This leads to “Map 87: Elevator Up (DE-B1-EU)” on page 
  315.
  DE-B1-SPS-W-2: Central Chamber
  If no monsters are currently known to the PCs or otherwise 
  “in play” upon the PCs first entering this area, roll 
  immediately on 
    “Table 21: Secret Cavern Default 
  Random Encounters” on page 275, and place any resulting 
  monsters as originating from Location 7 to the northeast.
  DE-B1-SPS-W-3: Southeast Rockwall
  The rockpile to the east here requires 4 rounds of concerted 
  effort, or more dramatic methods, to clear, after which it 
  remains Difficult Terrain.
  DE-B1-SPS-W-4: Southeast Chamber
  If no monsters are currently known to the PCs or otherwise 
  “in play” upon the PCs first entering this area, roll 
  immediately on 
    “Table 21: Secret Cavern Default 
  Random Encounters” on page 275, and place any resulting 
  monsters as originating from Location 2 to the northwest.
  Note that most monsters will not be able to remove the rocks 
  to the east of Location 3 so will likely lurk on the other side, 
  waiting for the PCs to come.
  DE-B1-SPS-W-5: Entrance Southeast
  This leads to “Map 74: Guardpost Southwest Basement (DE-
  B1-GSW-B)” on page 286.
  
  311
  Underground 1
  Map 85: Secret Passages East (DE-B1-SPS-E)
  One square equals 5 ft.
  1
  2
  
  312
  Undeground 1
  DE-B1-SPS-E: Secret Passages East
  Overview
  One of many secret passages underneath the Enclave, this 
  chamber has long been lost and its presence unknown to 
  everyone in the city.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 1, this chamber nevertheless 
  connects with other areas via earthen holes and burrows.
  As a result, there is some lingering danger of monsters here.
  Random Encounters
  Every 5 minutes of exploration here, roll on 
    “Table 21: 
  Secret Cavern Default Random Encounters” on page 275.
  Any results of “no encounter” or “NPC encounter” 
  indicate that, at least for one night’s worth of rest, this 
  region is momentarily safe for refuge, and may be used to 
  sleep, recover spells, etc.  I.e., do not reroll on the random 
  encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and secret, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Secret; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B1-SPS-E-1: Entrance East
  This leads to “Map 87: Elevator Up (DE-B1-EU)” on page 
  315.
  DE-B1-SPS-E-2: Rockpile Entrance
  After the PCs pass to the south of this rockpile, roll 
  immediately on 
    “Table 21: Secret Cavern Default 
  Random Encounters” on page 275, and place any resulting 
  monsters as originating from within the rockpile.
  DE-B1-SPS-E-3: Main Chamber
  This chamber is never safe for long.  Even if a “no encounter” 
  is rolled here, reroll against the random encounters table 
  every 10 minutes.  This means that no rest may be taken here 
  safely.
  DE-B1-SPS-E-4: Southwest Corner
    Thick spiderwebs and a pile of boulders obscure the 
  entrance to the smaller cave to the southwest.  It 
  requires 3 rounds of concerted effort to break through, 
  after which the region still counts as Difficult Terrain.
  DE-B1-SPS-E-5: Supply Cache
    A long-lost supply cache rests here, ignored and forgotten 
  by a frugal or shifty hoarder long deceased.
  Access
  Contents
  Small 
  Crates (2x)
  Container: 
  Crate or Barrel
  Glasses, Metals, and 
  Woods, size Medium
  Sacks (3x)
  (unprotected)
  Fishing Supplies
  Treasure 
  Pile
  (unprotected)
  Coin Treasure: Moderate, 
  using Context B and
  Gems: Semi-Precious
  DE-B1-SPS-E-6: Northwest Main 
  Chamber
  If no monsters have yet been encountered in this map as 
  the PCs cross through this aperture, roll immediately on 
    
  “Table 21: Secret Cavern Default Random Encounters” on 
  page 275, and place any resulting monsters as originating 
  from Location 1 to the southeast.
  DE-B1-SPS-E-7: West Passage North
    As you pass through this region, rocks fall from 
  the ceiling suddenly.  You can see no source for the 
  disturbance.
  These rocks inflict no damage, and are purely random.
  DE-B1-SPS-E-8: West Passage South
    The webbing here is particularly thick, and requires 2 
  rounds to cut through.
  DE-B1-SPS-E-9: Entrance Southwest
  This leads to “Map 74: Guardpost Southwest Basement (DE-
  B1-GSW-B)” on page 286.
  
  313
  Underground 1
  Map 86: Secret Passages South (DE-B1-SPS-S)
  One square equals 5 ft.
  
  314
  Undeground 1
  DE0B1-SPS-S: Secret Passages South
  Overview
  One of many secret passages underneath the Enclave, this 
  chamber has long been lost and its presence unknown to 
  everyone in the city.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 1, this chamber nevertheless 
  connects with other areas via earthen holes and burrows.
  As a result, there is some lingering danger of monsters here.
  Random Encounters
  Every 5 minutes of exploration here, roll on 
    “Table 21: 
  Secret Cavern Default Random Encounters” on page 275.
  Any results of “no encounter” or “NPC encounter” 
  indicate that, at least for one night’s worth of rest, this 
  region is momentarily safe for refuge, and may be used to 
  sleep, recover spells, etc.  I.e., do not reroll on the random 
  encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and secret, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Secret; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B1-SPS-S-1: Entrance North
  This leads to “Map 87: Elevator Up (DE-B1-EU)” on page 
  315.
  DE-B1-SPS-S-2: Main Chamber
    Dust and silt floats through the air here, floating gently 
  and slowly as though suspended in middair.  You get 
  the feeling that little has disturbed this chamber in a 
  hundred years or more.
  DE-B1-SPS-S-3: Southwest Rubble
    Boulders of various sizes and shapes are piled here.  You 
  see layers of dust on some of them.
  DE-B1-SPS-S-4: Last Stand
    To the southeast of a makeshift barrier, you see two 
  corpses and a pile of treasure.
  Access
  Contents
  Corpses 
  (2x)
  (unprotected)
  Clothing: General and
  Armor: Light 
  Treasure 
  Pile
  (unprotected)
  Coin Treasure: Moderate, 
  using Context C and
  Gems: Low
  DE-B1-SPS-S-5: Deep Rocks
    Boulders here reach to the ceiling.
  Dutiful searching for at least 5 rounds will yield one further 
  piece of treasure:
  Access
  Contents
  Rubble
  (unprotected)
  Weapons: Martial 1H, 
  using Context C
  
  315
  Underground 1
  Map 87: Elevator Up (DE-B1-EU)
  One square equals 5 ft.
  
  316
  Undeground 1
  DE-B1-EU: Elevator Up
  Overview
  This large central chamber contains the main, public elevator 
  used to transport people and goods between the Ground 
  Level and the Underground Level 1 of the Enclave.
  Theme & Purpose
  This chamber houses the elevator that ascends to the Ground 
  Level.  From here, one can traverse in any diagonal direction 
  to additional elevators, each of which descends to a different 
  region of Underground Level 2.
  Hustle & Bustle
  At any given moment, there’s a good chance there will be a 
  number of people moving to and fro here.
  Roll 
    1d6-1 times on “Table 23: Default NPC Encounter: 
  Underground Level 1” on page 275 to “populate” this area.
  Each of the four Guardposts positioned around the central 
  Elevator platform has a 
    60% chance of housing 
    1d2 
  Enclave Guards (p 659) whenever the PCs enter this area.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Similarly, the four Secret Doors are of the following profile.  
  Remember that none of them has been opened in over 100 
  years, and none is known to any citizen of the Enclave:
  Access
  Default 
  Secret Door
    Locks: Door, Secret; closed when 
  encountered; Perception only (no locks)
  Areas of Interest
  DE-B1-EU-1: Elevator Up
  This leads up to “Map 30: Elevator Complex (DE-GL-ELEV)” 
  on page 182.
  DE-B1-EU-2: North Guardpost
  Access
  Contents
  West Table
  (unprotected)
  Weapons: Martial 2H and 
  Armor: Shields
  South 
  Tables (2x)
  (unprotected)
  Weapons: Martial Ranged 
  and Weapons: Light
  DE-B1-EU-3: Guardpost West
  Access
  Contents
  South Table
  (unprotected)
  Weapons: Martial Ranged
  DE-B1-EU-4: Guardpost East
  Access
  Contents
  North Table
  (unprotected)
  Weapons: Martial Ranged 
  and Weapons: Martial 1H
  South Table
  (unprotected)
  Weapons: Martial 1H and 
  Weapons: Light
  DE-B1-EU-5: Guardpost South
  Access
  Contents
  Crates (2x)
  Container: 
  Crate or Barrel
  Rations & Prepared Food, 
  size Medium
  Crate Tops
  (unprotected)
  Armor: Shields 3x
  Sacks (3x)
  (unprotected)
  Simple Foodstuffs
  North 
  Tables (2x)
  (unprotected)
  Weapons: Martial Ranged 
  and Weapons: Martial 1H
  DE-B1-EU-6: Northwest Passage
  This leads to “Map 89: Elevator Down Northwest (DE-B1-ED-
  NW)” on page 319.
  DE-B1-EU-7: Northeast Passage
  This leads to “Map 90: Elevator Down Northeast (DE-B1-ED-
  NE)” on page 321.
  DE-B1-EU-8: Southeast Passage
  This leads to “Map 91: Elevator Down Southeast (DE-B1-ED-
  SE)” on page 323.
  DE-B1-EU-9: Southwest Passage
  This leads to “Map 92: Elevator Down Southwest (DE-B1-ED-
  SW)” on page 325.
  DE-B1-EU-10: Secret Passages West
  This leads to “Map 84: Secret Passages West (DE-B1-SPS-W)” 
  on page 309.
  DE-B1-EU-11: Secret Passages East
  This leads to “Map 85: Secret Passages East (DE-B1-SPS-E)” 
  on page 311.
  DE-B1-EU-12: Secret Passages North
  This leads to “Map 82: Secret Passage Gatehouse Connector 
  (DE-B1-SP-GHC)” on page 305.
  DE-B1-EU-13: Secret Passages South
  This leads to “Map 86: Secret Passages South (DE-B1-SPS-S)” 
  on page 313.
  
  317
  Underground 1
  Map 88: Elevator Complex Overview (DE-B1-EC-O)
  One square equals 5 ft.
  
  318
  Undeground 1
  DE-B1-EC-O: Elevator Complex Overview
  Areas of Interest
  DE-B1-EC-O-1: Elevator Up
  This leads up to “Map 30: Elevator Complex (DE-GL-ELEV)” 
  on page 182.
  DE-B1-EC-O-2: Northwest Elevator
  Please refer to “Map 89: Elevator Down Northwest (DE-B1-
  ED-NW)” on page 319.
  DE-B1-EC-O-3: Northeast Elevator
  Please refer to “Map 90: Elevator Down Northeast (DE-B1-
  ED-NE)” on page 321.
  DE-B1-EC-O-4: Southeast Elevator
  Please refer to “Map 91: Elevator Down Southeast (DE-B1-
  ED-SE)” on page 323.
  DE-B1-EC-O-5: Southwest Elevator
  Please refer to “Map 92: Elevator Down Southwest (DE-B1-
  ED-SW)” on page 325.
  DE-B1-EC-O-6: Secret Passages West
  Please refer to “Map 84: Secret Passages West (DE-B1-
  SPS-W)” on page 309.
  DE-B1-EC-O-7: Secret Passages North
  Please refer to “Map 82: Secret Passage Gatehouse Connector 
  (DE-B1-SP-GHC)” on page 305.
  DE-B1-EC-O-8: Secret Passages East
  Please refer to “Map 85: Secret Passages East (DE-B1-SPS-E)” 
  on page 311.
  DE-B1-EC-O-9: Secret Passages South
  Please refer to “Map 86: Secret Passages South (DE-B1-
  SPS-S)” on page 313.
  
  319
  Underground 1
  Map 89: Elevator Down Northwest (DE-B1-ED-NW)
  One square equals 5 ft.
  
  320
  Undeground 1
  DE-B1-ED-NW: Elevator Down Northwest
  Overview
  This is one of four elevators that descends from the 
  Underground Level 1 to Underground Level 2, and back.
  Theme & Purpose
  Generally speaking, all manner of people and goods are 
  allowed through here.  The PCs may obviously be outsiders, 
  but so long as they behave normally (e.g., no fireballs!), they 
  are unlikely to be stopped if they are simply passing through.
  Hustle & Bustle
  At any given moment, there’s a good chance there will be 
  a number of people moving to and fro here.  Roll 
    1d4-1 
  times on “Table 23: Default NPC Encounter: Underground 
  Level 1” on page 275 to “populate” this area.
  Additionally, the Guardpost at Location 5 has a 
    40% 
  chance of housing 
    1d2 Enclave Guards (p 659) 
  whenever the PCs enter this area.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-B1-ED-NW-1: Passage Southeast
  This leads to “Map 87: Elevator Up (DE-B1-EU)” on page 
  315.
  DE-B1-ED-NW-2: Elevator Down
  This leads down to “Map 95: Northwest Quarter Overview 
  (DE-B2-NWQ-O)” on page 333.
  DE-B1-ED-NW-3: Firepit
  Station any Dramatis Personae you wish for the PCs to 
  interact with or observe here.
  DE-B1-ED-NW-4: Supplies
  Access
  Contents
  Large Crate
  Container: 
  Crate or Barrel
  Rations & Prepared Food, 
  size Large
  Small Crate
  Container: 
  Crate or Barrel
  General Supplies, size 
  Medium
  Sacks (6x)
  (unprotected)
  Simple Foodstuffs
  DE-B1-ED-NW-5: Guardpost
  Access
  Contents
  Weapons 
  Table
  (unprotected)
  Weapons: Martial Ranged 
  and
  Weapons: Light
  
  321
  Underground 1
  Map 90: Elevator Down Northeast (DE-B1-ED-NE)
  One square equals 5 ft.
  
  322
  Undeground 1
  DE-B1-ED-NE: Elevator Down Northeast
  Overview
  This is one of four elevators that descends from the 
  Underground Level 1 to Underground Level 2, and back.
  Theme & Purpose
  Generally speaking, all manner of people and goods are 
  allowed through here.  The PCs may obviously be outsiders, 
  but so long as they behave normally (e.g., no fireballs!), they 
  are unlikely to be stopped if they are simply passing through.
  Hustle & Bustle
  At any given moment, there’s a good chance there will be 
  a number of people moving to and fro here.  Roll 
    1d4-1 
  times on “Table 23: Default NPC Encounter: Underground 
  Level 1” on page 275 to “populate” this area.
  Additionally, the Guardpost at Location 5 has a 
    40% 
  chance of housing 
    1d2 Enclave Guards (p 659) 
  whenever the PCs enter this area.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-B1-ED-NE-1: Passage Southwest
  This leads to “Map 87: Elevator Up (DE-B1-EU)” on page 
  315.
  DE-B1-ED-NE-2: Elevator Down
  This leads down to “Map 98: Northeast Quarter Overview 
  (DE-B2-NEQ-O)” on page 339.
  DE-B1-ED-NE-3: Entryway
  Upon entering this area for the first time, roll on 
    “Table 
  21: Secret Cavern Default Random Encounters” on page 
  275.  Place any resulting monsters as coming from the 
  passage to the southwest.
  Assuming the PCs survive the encounter, they will be 
  swarmed with NPCs asking if the party knows how the 
  monster came to be.  It turns out, nobody knows what 
  happened, but this may lead the PCs to investigate the main 
  elevator chamber in more detail.
  The next time the party searches for secret doors in “Map 
  87: Elevator Up (DE-B1-EU)” on page 315 following this 
  encounter, they receive a +2 circumstance bonus to all 
    
  Perception checks.
  DE-B1-ED-NE-4: Guardpost
  Access
  Contents
  Weapons 
  Table
  (unprotected)
  Weapons: Martial Ranged 
  and
  Weapons: Light and
  Armor: Shields
  DE-B1-ED-NE-5: Casks
  Access
  Contents
  Barrels 
  (9x)
  Container: 
  Crate or Barrel
  Alcohol: General, size 
  Medium
  
  323
  Underground 1
  Map 91: Elevator Down Southeast (DE-B1-ED-SE)
  One square equals 5 ft.
  
  324
  Undeground 1
  DE-B1-ED-SE: Elevator Down Southeast
  Overview
  This is one of four elevators that descends from the 
  Underground Level 1 to Underground Level 2, and back.
  Theme & Purpose
  Generally speaking, all manner of people and goods are 
  allowed through here.  The PCs may obviously be outsiders, 
  but so long as they behave normally (e.g., no fireballs!), they 
  are unlikely to be stopped if they are simply passing through.
  Hustle & Bustle
  At any given moment, there’s a good chance there will be 
  a number of people moving to and fro here.  Roll 
    1d4-1 
  times on “Table 23: Default NPC Encounter: Underground 
  Level 1” on page 275 to “populate” this area.
  Additionally, the Guardpost at Location 5 has a 
    40% 
  chance of housing 
    1d2 Enclave Guards (p 659) 
  whenever the PCs enter this area.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-B1-ED-SE-1: Passage Northwest
  This leads to “Map 87: Elevator Up (DE-B1-EU)” on page 
  315.
  DE-B1-ED-SE-2: Elevator Down
  This leads down to “Map 101: Southeast Quarter Overview 
  (DE-B2-SEQ-O)” on page 345.
  DE-B1-ED-SE-3: Entryway
  Upon entering this area for the first time, roll on 
    “Table 
  23: Default NPC Encounter: Underground Level 1” on page 
  275.  Resulting NPC(s) should arise from the elevator at 
  Location 2.
  DE-B1-ED-SE-4: Firepit
  Place any NPCs you wish the PCs to observe or interact with 
  here.
  DE-B1-ED-SE-5: Barrels
  Access
  Contents
  Barrels 
  (6x)
  Container: 
  Crate or Barrel
  Alcohol: General, size 
  Medium
  DE-B1-ED-SE-6: Guardpost
  Access
  Contents
  Weapons 
  Table
  (unprotected)
  Weapons: Martial Ranged
  
  325
  Underground 1
  Map 92: Elevator Down Southwest (DE-B1-ED-SW)
  One square equals 5 ft.
  
  326
  Undeground 1
  DE-B1-ED-SW: Elevator Down Southwest
  Overview
  This is one of four elevators that descends from the 
  Underground Level 1 to Underground Level 2, and back.
  Theme & Purpose
  Generally speaking, all manner of people and goods are 
  allowed through here.  The PCs may obviously be outsiders, 
  but so long as they behave normally (e.g., no fireballs!), they 
  are unlikely to be stopped if they are simply passing through.
  Hustle & Bustle
  At any given moment, there’s a good chance there will be 
  a number of people moving to and fro here.  Roll 
    1d4-1 
  times on “Table 23: Default NPC Encounter: Underground 
  Level 1” on page 275 to “populate” this area.
  Additionally, the Guardpost at Location 5 has a 
    40% 
  chance of housing 
    1d2 Enclave Guards (p 659) 
  whenever the PCs enter this area.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-B1-ED-SW-1: Passage Northeast
  This leads to “Map 87: Elevator Up (DE-B1-EU)” on page 
  315.
  DE-B1-ED-SW-2: Elevator Down
  This leads down to “Map 104: Southwest Quarter Overview 
  (DE-B2-SWQ-O)” on page 351.
  DE-B1-ED-SW-3: Entryway
  Upon entering this area for the first time, roll on 
    “Table 
  23: Default NPC Encounter: Underground Level 1” on page 
  275.  Resulting NPC(s) should arise from the elevator at 
  Location 2.
  DE-B1-ED-SW-4: Guardpost
  Access
  Contents
  Weapons 
  Table
  (unprotected)
  Weapons: Martial Ranged 
  and
  Weapons: Light 2x
  DE-B1-ED-SW-5: Supply Stack
  Access
  Contents
  Small 
  Crates (2x)
  Container: 
  Crate or Barrel
  Rations & Prepared 
  Food, size Medium
  Large Crate
  Container: 
  Crate or Barrel
  General Supplies, size 
  Large
  Crate Tops
  (unprotected)
  Armor: Shields, 6x and
  Weapons: Light 4x
  Sacks (2x)
  (unprotected)
  Simple Foodstuffs
  Chest
  Locks: Chest, 
  Strongbox
  Coin Treasure: Moderate
  
  327
  Underground 2
  Underground: 
  Level 2
  
  328
  Underground 2
  Map 93: Druid Enclave Side Projection, Underground Level 2
  
  329
  Underground 2
  Map 94: Underground, Level 2, Overview (DE-B2-O)
  One square equals 20 ft.
  
  330
  Underground 2
  Level Introduction: Underground Level 2
  Summary
  Underground 2 can be conceptually divded into three 
  regions: 
  First, the formal, “known” areas that are linked to the 
  public.
  Second, the “hidden” regions known only to the elite of 
  Enclave Security forces, which underlie the Guardposts from 
  the Ground Level.
  Third, the “secret” tunnels and forgotten caves, most of 
  which are unknown to nearly everyone, and some of which 
  have been completely undiscovered for hundreds of years.
  Enclave Underground Structures
  The presence of underground levels in the Enclave is the 
  worst-kept secret of design in the Realms.  Originally 
  architected and built many centuries ago as a hidden 
  understructure of defense, the original intent was to provide 
  zones into which citizens could go if the Enclave were 
  assaulted.
  This approach held for about a hundred years, until A) 
  the secret was out and everyone knew about the presence 
  of underground levels, and B) the population of the 
  Enclave grew beyond what the surface level could sustain, 
  necessitating use of the lower levels to hold the populace.
  Although the several underground levels are known to most 
  citizens of the Enclave, there persists a sense that they are 
  for defense, and should be protected.  As a result, most 
  people who are not well-known to the Enclave who venture 
  down here will be questioned as to their purpose.
  Public Structures
  Although not necessarily advertised, and seldom shared with 
  travelers and tourists, these regions are well-known by all 
  citizens, and it’s not unusual at all to see people flowing up 
  and down regularly.
  The following Locations are Public Structures:
  Locations 1, 2, 3, and 4.
  Hidden Structures
  “Hidden Structures” are those that are not publicly known, 
  but are regularly shared and used by Enclave Security and 
  the Council of Elders.
  These structures count as Hidden Structures:
  Locations 5, 6, 7, 12, and 13.
  Secret Structures
  Some caves date back centuries, and have been neither used 
  nor known for that time.  Cave-ins, intentional maskings, 
  and natural phenomena have obfuscated these structures 
  from all.
  Nobody in the Enclave knows of these structures, though of 
  course they may be discovered by the PCs.
  The following regions are Secret Structures:
  Locations 8, 9, 10, and 11.
  Entrances and Exits
  Note that the following are typical, even secret, means of 
  entering and exiting the level as it was designed.
  Other, magical means of navigating the level (for example, 
  teleportation spells, transmute stone to mud or similar spells 
  that affect barriers, or those that grant incorporeality) are 
  not discussed and are left to the GM to manage should they 
  be introduced.
  Entry from Underground Level 1
    The only formal means of entry is one of the elevators at 
  Locations 1, 2, 3, and 4.   
   
  These elevators that traverse upwards are the “inner” 
  four elevators—those located closest to the center of the 
  level.
  Exits to Underground Level 3
    There are four elevators that lead down to Level 3, 
  publicly known and located at Locations 1, 2, 3, and 4. 
   
  These elevators are the “outer” elevators, or those 
  located farther away from the center of the level.
  Overview
  Many citizens, and nearly all visitors, only come down to this 
  level if they have specific business with citizens here, or if 
  they need to delve more deeply into the Underground levels.
  The four major public structures in the diagonal corners are 
  public, and house many of the public figures and Dramatis 
  Personae the party may wish to interact with during their 
  stay.
  Atmosphere & Theme
  Public Regions are busy, flowing with people moving up and 
  down, day and night.
  Hidden Regions consist of the Secret Chamber Center, 
  which is used as a second, and much more private, Council 
  Chambers, and those antechambers leading to that room.  
  These rooms are all used predominantly by the Council of 
  Elders, and very few citizens outside of the Council and 
  Enclave Security are even aware of the Hidden Regions at 
  all.
  Secret Regions have lain dormant and undiscovered 
  
  331
  Underground 2
  for a hundred years or more, and as a result, are largely 
  unpopulated (though occasional monsters may be 
  wandering!).
  Secret Region Random Encounters
  As noted above, Locations 8, 9, 10, and 11 are Secret 
  Structures, meaning that no citizen or sentient is aware of 
  them.
  That said, danger still lurks, as these regions are connected 
  to each other and to the surface and other, deeper caverns 
  via small holes and crevies.
  Immediately upon discovering a Secret Region, and 
  thereafter every 10 minutes wandering about in one, roll 
  on the following table to determine whether a random 
  encounter occurs:
  Table 24: Underground Level 2 Secret Cavern Default 
  Random Encounters
  D%
  Event
  Description
  01-30
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  31-35
  Trivial 
  Encounter
  Roll once on 
     Monsters: 
  Caves, Trivial.
  36-40
  Light 
  Encounter
  Roll once on 
   Monsters: 
  Caves, Light.
  41-65
  Average 
  Encounter
  Roll once on 
   Monsters: 
  Caves, Average.
  66-90
  Advanced 
  Encounter
  Roll once on 
   Monsters: 
  Caves, Advanced.
  91-00
  Elite 
  Encounter
  Roll once on 
   Monsters: 
  Caves, Elite.
  Default Random Encounters
  Some Areas of Interest within this level will describe 
  a certain approach to Random Encounters, either by 
  overriding the timing (e.g., “every 30 minutes), and/or by 
  providing its own localized version of the random encounter 
  table below.
  Absent such an override, while in Public Structures or 
  Hidden Structures, roll on the following table of Default 
  Random Encounters for every 10 minutes the party 
  remains in this area.
  Note that although the Public and Hidden Structures are 
  civilized and well-used, there still exists the occasional 
  chance of threat from monsters.
  Table 25: Enclave Underground Level 2 Default Random 
  Encounters
  D%
  Event
  Description
  01-30
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  31-60
  Random City 
  Encounter
  Roll once on “FlexTable 36: Druid 
  Enclave Random Encounters” on 
  page 118.
  61-85
  NPC 
  Encounter
  Roll once on the Default NPC 
  Encounter Table below.
  86-00
  Random 
  Cavern 
  Encounter
  Roll once on “Secret Cavern 
  Default Random Encounters”, 
  above.
  Default NPC Encounters
  Some Areas of Interest within this level will describe a 
  certain approach to NPC Encounters, providing its own 
  localized version of the table below.
  Absent such an override, when in this level, when directed to 
  roll for a random NPC, roll on the following table.  
    Note that if a certain circumstance mandates the 
  presence of an NPC, you may ignore and reroll results of 
  “No Encounter” on the table below. 
   
  The GM is, as in all other aspects of the adventure, to 
  use her common sense regarding use of this table.  You 
  should feel free to ignore or reroll results with which you 
  don’t agree, or simply choose a result yourself to keep 
  with the atmosphere of the adventure as experienced by 
  your gaming group. 
   
  Note, also, that any entry in the list below that has a 
  blank (“-”) next to it for roll results means that that NPC 
  is never normally encountered in this level.
  Table 26: Default NPC Encounter: Underground Level 2
  Suggested Population: 
    1d4 rolls
  D%
  Key NPC
  Profession
  Page
  01
  Gallianne 
  Estrarch
  Council 
  Elder
  478
  02
  Ashrem Ilydron
  Council 
  Elder
  483
  03
  Trotysse Airdarr Council 
  Elder
  488
  04
  Halabedarr
  Council 
  Elder
  493
  05
  Siriquille
  Council 
  Elder
  498
  
  332
  Underground 2
  D%
  Key NPC
  Profession
  Page
  06
  Usborn 
  Tossercobb
  Council 
  Elder
  503
  07
  Barksel 
  Ferubrankcht
  Council 
  Elder
  508
  08-11
  Groob
  Blacksmith
  513
  12-16
  Imay Aldreban
  Healer
  518
  17-20
  Allaha Gorrut
  Sage
  523
  21-24
  Forsythar
  Tailor
  528
  25-28 Sannelle 
  Goregut
  Weapons 
  Trainer
  533
  29-32 Jaer
  Druid 
  Trainer
  538
  33-36
  Terjonne
  Ranger 
  Trainer
  543
  37-40 Ulfgarre 
  Thorngage
  Herbalist/
  Apothecary
  548
  41-44
  Seddyn
  Provisioner
  552
  45-48 Plakk
  Mercenary
  556
  49-52 Gaeryn
  Mercenary
  560
  53-56
  Tultokka
  Mercenary
  564
  57-61
  Wubafix
  Black 
  Market 
  Leader
  568
  62-65 Kerrithe
  Blackmail 
  Leader
  572
  66-69 Darrlie
  Assassin
  576
  70-73
  Rannos 
  Rannthak
  Noble
  580
  74-77
  Anastrianna 
  Liadon
  Noble
  585
  78-81
  Meliannthe
  Socialite
  590
  82-85 Phaelynne 
  Helliar
  Merchant 
  Queen
  595
  86-89 Klasandrel 
  Sulidan
  Merchant 
  Prince
  600
  90-93 Lia Ilphur
  Lone 
  Crusader
  605
  94-97 Wyrida
  Special 
  Operative 
  of the 
  Council
  615
  98-
  00
  Clarida
  Wyrida’s 
  younger 
  sister
  610
  Areas of Interest
  DE-B2-O-1: Northwest Quarter
  Please refer to page 333 for further information.
  DE-B2-O-2: Northeast Quarter
  Turn to page 339 for details.
  DE-B2-O-3: Southeast Quarter
  Page 345 has a complete description.
  DE-B2-O-4: Southwest Quarter
  A full depiction commences on page 351.
  DE-B2-O-5: Secret Chamber Center
  Please turn to page 359 for full details.
  DE-B2-O-6: Secret Chamber East
  Page 362 holds full information about this region.
  DE-B2-O-7: Secret Chamber West
  This zone is found described in full starting on page 365.
  DE-B2-O-8: Impassible Caverns 
  Northwest
  Please refer to page 368 for full details.
  DE-B2-O-9: Impassible Caverns 
  Northeast
  Page 370 holds a full description.
  DE-B2-O-10: Impassible Caverns 
  Southwest
  Full details commence on page 372.
  DE-B2-O-11: Impassible Caverns 
  Southeast
  Please turn to page 374 for full information.
  DE-B2-O-12: Connecting Hall West
  This hall connects the Northwest Quarter to the Southwest 
  Quarter.  Its entrances to the north and south are secrets 
  independent from the cavern that connects this hall with the 
  Secret Chamber West of Location 7.  That is, it is possible to 
  discover the secret of Location 12, but remain in ignorance 
  of the presence of Locations 7, 5, and/or 6.
  DE-B2-O-13: Connecting Hall East
  In the same vein as Location 12 above, this hallway is its 
  own secret, and can be discovered independently of the 
  cavern which connects to Secret Chamber East at Location 
  6.
  qwert
  
  333
  Underground 2
  Map 95: Northwest Quarter Overview (DE-B2-NWQ-O)
  One square equals 5 ft.
  
  334
  Underground 2
  DE-BM2-NWQ-O: Northwest Quarter Overview
  Overview
  This is one of four residential “neighborhoods” on 
  Underground Level 2.
  Theme & Purpose
  Of the four major public regions in this level, the Northwest 
  Quarter represents the “slums”; that is, the lower-class and 
  cheapest accommodations.
  Come and Go
  Each residence has only a 
    35% chance of housing 
  an NPC at a given time.  Accommodations are fluid, and 
  night-to-night, a given residence may change hands, or be 
  unoccupied.
  For populated residences, roll 
    on “Table 26: Default 
  NPC Encounter: Underground Level 2” on page 331 and 
  continue rolling until you identify an NPC who does not 
  already have a residence (i.e., not an Elder or other major 
  Dramatis Personae).
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile.  
  Residences determined to be unoccupied are unlocked.
  Access
  Default 
  Door
    Locks: Door, Simple; closed and locked 
  when encountered
  Areas of Interest
  DE-BM2-NWQ-O-1: Elevator Down
  This leads to “Map 118: Northwest Elevator Chamber (DE-
  B3-NW-EC)” on page 384.
  DE-BM2-NWQ-O-2: Impassible Caverns 
  Northwest
  This leads to “Map 111: Impassible Caverns Northwest (DE-
  B2-ICNW)” on page 368.
  DE-BM2-NWQ-O-3: Elevator Up
  This leads back up to “Map 89: Elevator Down Northwest 
  (DE-B1-ED-NW)” on page 319.
  DE-BM2-NWQ-O-4: Western Secret 
  Hallway
  This leads down to “Map 110: Secret Chamber West (DE-B2-
  SCW)” on page 365.
  DE-BM2-NWQ-O-5: Southwest 
  Residences
  Please refer to “Map 97: Northwest Quarter, Southwest 
  Residences (DE-B2-NWQ-SWR)” on page 337.
  DE-BM2-NWQ-O-6: Northeast 
  Residences
  Please turn to “Map 96: Northwest Quarter, Northeast 
  Residences (DE-B2-NWQ-NER)” on page 335.
  
  335
  Underground 2
  Map 96: Northwest Quarter, Northeast Residences (DE-B2-NWQ-NER)
  One square equals 5 ft.
  
  336
  Underground 2
  DE-GM2-NWQ-NER: Northeast Residences
  Overview
  This is one of four residential “neighborhoods” on 
  Underground Level 2.
  Theme & Purpose
  Of the four major public regions in this level, the Northwest 
  Quarter represents the “slums”; that is, the lower-class and 
  cheapest accommodations.
  Come and Go
  Each residence has only a 
    35% chance of housing 
  an NPC at a given time.  Accommodations are fluid, and 
  night-to-night, a given residence may change hands, or be 
  unoccupied.
  For populated residences, roll 
    on “Table 26: Default 
  NPC Encounter: Underground Level 2” on page 331 and 
  continue rolling until you identify an NPC who does not 
  already have a residence (i.e., not an Elder or other major 
  Dramatis Personae).
  Common Residences
  All of the residences in this region share many 
  characteristics.  Unless otherwise noted in a particular area’s 
  description, use the following as defaults for containers and 
  furniture encountered in these chambers:
  Access
  Contents
  Sack
  (unprotected)
  Simple Foodstuffs
  Small 
  Crate
  Container: Crate or 
  Barrel, using Context D
  General Supplies, 
  size Medium
  Large 
  Crate
  Container: Crate or 
  Barrel, using Context B
  General Supplies, 
  size Large
  Food 
  Table
  (unprotected)
  Simple Foodstuffs 
  and
  Weapons: Light, both 
  using Context D
  Barrel
  Container: Crate or 
  Barrel, using Context D
  Fresh water
  Cabinet
  (unprotected)
  Clothing: General, 
  using Context D
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile.  
  Residences determined to be unoccupied are unlocked.
  Access
  Default 
  Door
    Locks: Door, Simple; closed and locked 
  when encountered
  Areas of Interest
  DE-BM2-NWQ-NER-1: Elevator Down
  This leads to “Map 118: Northwest Elevator Chamber (DE-
  B3-NW-EC)” on page 384.
  DE-BM2-NWQ-NER-2: Impassible 
  Caverns Northwest
  This leads to “Map 111: Impassible Caverns Northwest (DE-
  B2-ICNW)” on page 368.  The secret stone door here can be 
  closed behind the PCs once they pass through.
  Access
  Northwest Caverns 
  Secret Door
    Locks: Door, Secret; Perception 
  only (no lock)
  DE-BM2-NWQ-NER-3: Residence North
  A tight chamber with a sack, unsealed barrel, and food table.
  DE-BM2-NWQ-NER-4: Residence 
  Northwest
  One of the larger homes, with a table laden with rotted 
  parchment, two food tables, and a food sack.
  DE-BM2-NWQ-NER-5: Residence 
  Northeast
  In addition to the standard sack, barrel, and duo of food 
  tables, this large room boasts a storage cabinet.  It’s empty 
  when the PCs encounter it.
  DE-BM2-NWQ-NER-6: Residence East
  A bookshelf sporting moldy parchment complements the food 
  table, barrel, sack, and cabinet in the south.  Atop the cabinet 
  however are some items of interest:
  Access
  Contents
  Cabinet 
  Top
  (unprotected)
  Writing Supplies and
  Weapons: Light, both using 
  Context D
  DE-BM2-NWQ-NER-7: Residence West 1
  A narrow room with a cabinet, sack, and two food tables.
  DE-BM2-NWQ-NER-8: Residence West 2
  Triangular room with a cabinet, sack, and an empty food 
  table.
  DE-BM2-NWQ-NER-9: Residence 
  Southeast
  A large table with two food tables, a stack of 3 sacks, an open 
  barrel, a bookshelf, and a cabinet.
  
  337
  Underground 2
  Map 97: Northwest Quarter, Southwest Residences (DE-B2-NWQ-SWR)
  One square equals 5 ft.
  
  338
  Underground 2
  DE-BM2-NWQ-SWR: Southwest Residences
  Overview
  This is one of four residential “neighborhoods” on 
  Underground Level 2.
  Theme & Purpose
  Of the four major public regions in this level, the Northwest 
  Quarter represents the “slums”; that is, the lower-class and 
  cheapest accommodations.
  Come and Go
  Each residence has only a 
    40% chance of housing 
  an NPC at a given time.  Accommodations are fluid, and 
  night-to-night, a given residence may change hands, or be 
  unoccupied.
  For populated residences, roll 
    on “Table 26: Default 
  NPC Encounter: Underground Level 2” on page 331 and 
  continue rolling until you identify an NPC who does not 
  already have a residence (i.e., not an Elder or other major 
  Dramatis Personae).
  Common Residences
  All of the residences in this region share many 
  characteristics.  Unless otherwise noted in a particular area’s 
  description, use the following as defaults for containers and 
  furniture encountered in these chambers:
  Access
  Contents
  Sack
  (unprotected)
  Simple Foodstuffs
  Small 
  Crate
  Container: Crate or 
  Barrel, using Context D
  General Supplies, 
  size Medium
  Large 
  Crate
  Container: Crate or 
  Barrel, using Context B
  General Supplies, 
  size Large
  Food 
  Table
  (unprotected)
  Simple Foodstuffs 
  and
  Weapons: Light, 
  both using Context D
  Barrel
  Container: Crate or 
  Barrel, using Context D
  Fresh water
  Cabinet
  (unprotected)
  Clothing: General, 
  using Context D
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile.  
  Residences determined to be unoccupied are unlocked.
  Access
  Default 
  Door
    Locks: Door, Simple; closed and locked 
  when encountered
  Areas of Interest
  DE-BM2-NWQ-SWR-1: Western Secret 
  Hallway
  This leads down to “Map 110: Secret Chamber West (DE-
  B2-SCW)” on page 365.  The secret stone door here can be 
  closed behind the PCs once they pass through.
  Access
  Western Secret 
  Hall Secret Door
    Locks: Door, Secret; Perception 
  only (no lock)
  DE-BM2-NWQ-SWR-2: Residence 
  Southwest
  Two food tables, a cabinet, an open barrel, and a food sack 
  complement the bed here.
  DE-BM2-NWQ-SWR-3: Residence 
  Northwest
  Two sacks, a cabinet, and a food table are squeezed into this 
  room.
  DE-BM2-NWQ-SWR-4: Residence 
  Northeast
  Three food tables, a cabinet, and a food sack are arranged 
  here.
  DE-BM2-NWQ-SWR-5: Residence South
  Two food tables, a cabinet, an open barrel, and a food sack 
  here here arranged around the bed.
  DE-BM2-NWQ-SWR-6: Residence 
  Southwest
  A food table, two cabinets, and a trio of sacks are arranged 
  here.
  DE-BM2-NWQ-SWR-7: Elevator Up
  This leads back up to “Map 89: Elevator Down Northwest 
  (DE-B1-ED-NW)” on page 319.
  
  339
  Underground 2
  Map 98: Northeast Quarter Overview (DE-B2-NEQ-O)
  One square equals 5 ft.
  
  340
  Underground 2
  DE-GM2-NEQ-O: Northeast Quarter Overview
  Overview
  This is one of four residential “neighborhoods” on 
  Underground Level 2.
  Theme & Purpose
  This is the least heavily populated of the four residential 
  quarters, as it contains only two structures: one for each of 
  the two Nobles of note in the Enclave.
  Nobility Comes with Priviledges
  Although the nobles themselves come and go, the residences 
  are occupied by servants and guards.  
    65% of the time, each Noble residence will be occupied 
  by 
    1d4 Noble Guards (count as Enclave Guards, p 
  659); randomize which chambers they appear in.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile.  
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-BM2-NEQ-O-1: Rannos Ranthank’s 
  Residence
  Please refer to page 341 for more details.
  DE-BM2-NEQ-O-2: Anastrianna Liadon’s 
  Residence
  Page 343 contains a full description.
  DE-BM2-NEQ-O-3: Elevator Up
  This leads up to “Map 90: Elevator Down Northeast (DE-B1-
  ED-NE)” on page 321.
  DE-BM2-NEQ-O-4: Impassible Caverns 
  Northeast
  This leads to “Map 112: Impassible Caverns Northeast (DE-
  B2-ICNE)” on page 370.
  DE-BM2-NEQ-O-5: Secret Connector 
  Hallway East
  This leads to “Map 109: Secret Chamber East (DE-B2-SCE)” 
  on page 362.
  
  341
  Underground 2
  Map 99: Noble Residence 1 (DE-B2-NR1)
  One square equals 5 ft.
  
  342
  Underground 2
  DE-BM2-NR1-Rannos Ranthak’s Residence
  Overview
  Rannos Ranthak, one of the Nobles of the Enclave, resides 
  here, conducts business here, and entertains here.
  Theme & Purpose
  This estate is steeped in finery.  Outside, a beautiful garden 
  is made possible via magical light that imbues much of the 
  undercaverns of the Enclave.  
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile.  
  Access
  Default 
  Door
    Locks: Door, Simple; closed and locked 
  when encountered
  Areas of Interest
  DE-BM2-NR1-1: Secret Connector Hall 
  East
  This leads to “Map 109: Secret Chamber East (DE-B2-SCE)” 
  on page 362.  The secret stone door here can be closed 
  behind the PCs once they pass through.
  Access
  Secret Hall 
  East Door
    Locks: Door, Secret; Perception only 
  (no lock)
  DE-BM2-NR1-2: South Hall
  Benches line the south side of this hallway, which leads west 
  to the Elevator.
  DE-BM2-NR1-3: Entryway
  These doors are always locked.  If Rannos is expecting 
  company, he or one of his guards will admit the visitors once 
  they arrive.
  Access
  Entryway
    Locks: Door, Reinforced
  DE-BM2-NR1-4: Foyer
  The doors leading northwest and southwest bear no locks 
  and swing freely behind their curtains.
  DE-BM2-NR1-5: Sitting Room
  Access
  Contents
  Bookshelves 
  (2x)
  (unprotected)
  Writing Supplies and
  Books: General
  DE-BM2-NR1-6: Dining Hall
  Access
  Contents
  Sideboard
  (unprotected)
  Rations & Prepared Food, 
  using Context C
  Sack
  (unprotected)
  Simple Foodstuffs, using 
  Context C
  DE-BM2-NR1-7: Bedchamber
  Access
  Contents
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General, using 
  Context C, size Medium
  Chest
  Locks: Chest, 
  Strongbox and
  Traps: General
  Coin Treasure: Moderate 
  and
  Gems: Semi-Precious and
  Weapons: Light and
  Potions: Moderate, all 
  using Context C
  Writing 
  Desk
  Locks: Furniture, 
  Simple
  Writing Supplies, using 
  Context C
  Dressing 
  Table
  (unprotected)
  Weapons: Light, using 
  Context C
  Bedside 
  Table
  (unprotected)
  Weapons: Martial 
  Ranged, using Context C
  
  343
  Underground 2
  Map 100: Noble Residence 2 (DE-B2-NR2)
  One square equals 5 ft.
  
  344
  Underground 2
  DE-BM2-NR2: Anastrianna Liadon’s Residence
  Overview
  Anastrianna Liadon, one of the Nobles of the Enclave, 
  resides here, conducts business here, and entertains here.
  Theme & Purpose
  This estate is steeped in finery.  Outside, a beautiful garden 
  is made possible via magical light that imbues much of the 
  undercaverns of the Enclave.  
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile.  
  Access
  Default 
  Door
    Locks: Door, Simple; closed and locked 
  when encountered
  Areas of Interest
  DE-BM2-NR2-1: Impassible Cavern 
  Northeast
  This leads to “Map 112: Impassible Caverns Northeast (DE-
  B2-ICNE)” on page 370.
  The secret stone door here can be closed behind the PCs once 
  they pass through.
  Access
  Impassible Caverns 
  Secret Door
    Locks: Door, Secret; 
  Perception only (no lock)
  DE-BM2-NR2-2: Entryway
  The entry doors are unlocked when Anastrianna is home, 
  and locked when she is not.  The inner doors leading to the 
  northeast and southeast bear no lock and swing freely.
  Access
  Entry Doors
    Locks: Door, Reinforced
  DE-BM2-NR2-3: North Weapons Cache
  These weapons are reserved for guards.
  Access
  Contents
  North 
  Cache
  (unprotected)
  Weapons: Martial 1H and
  Weapons: Light and
  Armor: Shields
  DE-BM2-NR2-4: Elevator Down
  This leads down to “Map 125: Northeast Elevator Chamber 
  (DE-B3-NE-EC)” on page 398.
  DE-BM2-NR2-5: Sitting Room
  Access
  Contents
  Bookshelf
  (unprotected)
  Books: General
  DE-BM2-NR2-6: Dining Hall
  Access
  Contents
  Sideboard
  (unprotected)
  Rations & Prepared Food, 
  using Context C
  Sack
  (unprotected)
  Simple Foodstuffs, using 
  Context C
  DE-BM2-NR2-7: Bedchamber
  Access
  Contents
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General, using 
  Context C, size Medium
  Chest
  Locks: Chest, 
  Strongbox and
  Traps: General
  Coin Treasure: Moderate 
  and
  Gems: Medium-Quality
  Writing 
  Desk
  Locks: Furniture, 
  Simple
  Writing Supplies, using 
  Context C
  Dressing 
  Table
  (unprotected)
  Weapons: Light, using 
  Context C
  DE-BM2-NR2-8: Northeast Hall
  Hardly anyone strolls along this hallway unless they are 
  looking for a private place to conduct a conversation.
  DE-BM2-NR2-9: West Hall
  This hallway connects the Elevator Down to the north with 
  the Elevator Up to the south.
  
  345
  Underground 2
  Map 101: Southeast Quarter Overview (DE-B2-SEQ-O)
  One square equals 5 ft.
  
  346
  Underground 2
  DE-BM2-SEQ-O: Southeast Quarter Overview
  Overview
  This is one of four residential “neighborhoods” on 
  Underground Level 2.
  Theme & Purpose
  This quarter, like its northern counterpart, houses only two 
  residences: one for Phaelynne Helliar, the merchant queen; 
  and the other for Klasandrel Sulidan, the merchant prince.  
  Although the two share a profession and place within their 
  industry, they recognize their positions as rivals, and rarely 
  deal directly with one another unless business dictates the 
  necessity.
  Under Heavy Guard
  Although the merchant nobles themselves come and go, the 
  residences are occupied by servants and guards.  
    85% of the time, each residence will be occupied by 
    
  1d6-1 (minimum 1) Merchant Guards (p 703); randomize 
  which chambers they appear in.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile.  
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Areas of Interest
  DE-BM2-SEQ-O-1: Phaelynne Helliar’s 
  Residence
  Please refer to page 347 for more details.
  DE-BM2-SEQ-O-2: Klasandrel Sulidan’s 
  Residence
  Page 349 contains full information.
  DE-BM2-SEQ-O-3: Secret Connector 
  Hallway East
  This leads to “Map 109: Secret Chamber East (DE-B2-SCE)” 
  on page 362.
  DE-BM2-SEQ-O-4: Impassible Caverns 
  Southeast
  This leads to “Map 114: Impassible Caverns Southeast (DE-
  B2-ICSE)” on page 374.
  DE-BM2-SEQ-O-5: Elevator Up
  This leads to “Map 91: Elevator Down Southeast (DE-B1-ED-
  SE)” on page 323.
  DE-BM2-SEQ-O-6: Elevator Down
  This leads to “Map 133: Southeast Elevator Chamber (DE-B3-
  SE-EC)” on page 414.
  
  347
  Underground 2
  Map 102: Merchant Queen Residence & Office (DE-B2-SEQ-MQR)
  One square equals 5 ft.
  
  348
  Underground 2
  DE-BM2-SEQ-MQR: Phaelynne Helliar’s Residence
  Overview
  Phaelynne Helliar, one of the merchant nobles of the 
  Enclave, resides here, conducts business here, and entertains 
  here.
  Theme & Purpose
  This estate is steeped in finery.  Outside, a beautiful garden 
  is made possible via magical light that imbues much of the 
  undercaverns of the Enclave.  
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile.  
  Access
  Default 
  Door
    Locks: Door, Simple; closed and locked 
  when encountered
  Areas of Interest
  DE-BM2-SEQ-MQR-1: Elevator Down
  This leads to “Map 133: Southeast Elevator Chamber (DE-B3-
  SE-EC)” on page 414.
  DE-BM2-SEQ-MQR-2: Entryway
  This door is always locked.  If Phaelynne is expecting 
  visitors, either one of her Merchant Guards, or she herself, 
  will open the doors.
  Access
  Entry Door
    Locks: Door, Reinforced
  DE-BM2-SEQ-MQR-3: Business Chamber
  Access
  Contents
  Sideboard
  (unprotected)
  Rations & Prepared 
  Food
  Bookshelves 
  (3x)
  (unprotected)
  Books: General
  DE-BM2-SEQ-MQR-4: Bedchamber
  Access
  Contents
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General, size 
  Medium
  Access
  Contents
  Chest
  Locks: Chest, 
  Strongbox and
  Traps: General
  Coin Treasure: 
  Moderate, using 
  Context C and
  Gems: Semi-Precious 
  and
  Potions: Moderate
  Bedside 
  Table
  (unprotected)
  Coin Treasure: 
  Moderate, using 
  Context D and
  Writing Supplies
  Writing 
  Desk
  Locks: Furniture, 
  Simple
  Weapons: Light
  Bookshelf
  (unprotected)
  Books: General
  DE-BM2-SEQ-MQR-5: Impassible 
  Caverns Southeast
  This leads to “Map 114: Impassible Caverns Southeast (DE-
  B2-ICSE)” on page 374.  The secret stone door here can be 
  closed behind the PCs once they pass through.
  Access
  Impassible Caverns 
  Secret Door
    Locks: Door, Secret; 
  Perception only (no lock)
  DE-BM2-SEQ-MQR-6: Southeast Hallway
  Beautiful flowers are maintained in the garden strip along 
  this hallway.  Visitors often toss coins into their midst as a 
  good-luck or wishing token.
  Access
  Contents
  Hallway 
  Garden
  (unprotected)
  Coin Treasure: 
  Moderate, using Context 
  B
  
  349
  Underground 2
  Map 103: Merchant Prince Residence & Office (DE-B2-SEQ-MPR)
  One square equals 5 ft.
  
  350
  Underground 2
  DE-BM2-SEQ-MPR: Klasandrel Sullidan’s Residence
  Overview
  Klasandrel Sullidan, one of the merchant nobles of the 
  Enclave, resides here, conducts business here, and entertains 
  here.
  Theme & Purpose
  This estate is steeped in finery.  Outside, a beautiful garden 
  is made possible via magical light that imbues much of the 
  undercaverns of the Enclave.  
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile.  
  Access
  Default 
  Door
    Locks: Door, Simple; closed and locked 
  when encountered
  Areas of Interest
  DE-BM2-SEQ-MPR-1: Elevator Up
  This leads to “Map 91: Elevator Down Southeast (DE-B1-ED-
  SE)” on page 323.
  DE-BM2-SEQ-MPR-2: North Hallway
    Stealth checks suffer a -2 circumstance penalty along 
  this well-traveled and well-lit hallway.
  DE-BM2-SEQ-MPR-3: Secret Hallway 
  Connector East
  This leads to “Map 109: Secret Chamber East (DE-B2-SCE)” 
  on page 362.  The secret stone door here can be closed 
  behind the PCs once they pass through.  
    Perception checks to discover the door suffer a -2 
  circumstance penalty due to the presence of the obfuscating 
  bench.
  Access
  Secret Hallway 
  Door
    Locks: Door, Secret; Perception 
  only (no lock)
  DE-BM2-SEQ-MPR-4: Business Chamber
  Access
  Contents
  Sideboards 
  (2x)
  (unprotected)
  Rations & Prepared 
  Food, using Context C
  Bookshelves 
  (5x)
  (unprotected)
  Books: General
  Sack
  (unprotected)
  Simple Foodstuffs
  DE-BM2-SEQ-MPR-5: Bedchamber
  Access
  Contents
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General, size 
  Medium
  Chest
  Locks: Chest, 
  Strongbox, using 
  Context C
  Coin Treasure: 
  Moderate, using 
  Context B and
  Weapons: Light, using 
  Context C
  Bedside 
  Table
  (unprotected)
  Gems: Semi-Precious 
  and
  Weapons: Light 3x, 
  using Context C
  Writing 
  Desk
  Locks: Furniture, 
  Simple
  Writing Supplies
  Dressing 
  Desk
  (unprotected)
  Textiles: General
  DE-BM2-SEQ-MPR-6: Northeast Hall
  This corner grants a +3 circumstance bonus to all 
    
  Stealth checks due to the lighting and potted plant.
  
  351
  Underground 2
  Map 104: Southwest Quarter Overview (DE-B2-SWQ-O)
  One square equals 5 ft.
  
  352
  Underground 2
  DE-BM2-SWQ-O: Southwest Quarter Overview
  Overview
  This is one of four residential “neighborhoods” on 
  Underground Level 2.
  Theme & Purpose
  Three residences can be found here: two sisters, separated 
  by a socialite.  An interesting arrangement to be sure!
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile.  
  Access
  Default 
  Door
    Locks: Door, Simple; closed and locked 
  when encountered
  Areas of Interest
  DE-BM2-SWQ-O-1: Meliannthe’s 
  Residence
  Please refer to page 353 for more details.
  DE-BM2-SWQ-O-2: Wyrida’s Residence
  Page 355 holds more information.
  DE-BM2-SWQ-O-3: Clarida’s Residence
  Turn to page 357 for a complete description.
  DE-BM2-SWQ-O-4: Elevator Up
  This leads to “Map 140: Southwest Elevator Chamber (DE-
  B3-SW-EC)” on page 428 .
  DE-BM2-SWQ-O-5: Elevator Down
  This leads to “Map 92: Elevator Down Southwest (DE-B1-ED-
  SW)” on page 325.
  DE-BM2-SWQ-O-6: Impassible Caverns 
  Southwest
  This leads to “Map 113: Impassible Caverns Southwest (DE-
  B2-ICSW)” on page 372.
  DE-BM2-SWQ-O-7: Secret Connector 
  Hallway West
  This leads to “Map 110: Secret Chamber West (DE-B2-SCW)” 
  on page 365.
  
  353
  Underground 2
  Map 105: Socialite Residence (DE-B2-SR)
  One square equals 5 ft.
  
  354
  Underground 2
  DE-BM2-SR: Meliannthe’s Residence
  Overview
  Meliannthe, one of the merchant nobles of the Enclave, 
  resides here, conducts business here, and entertains here.
  Theme & Purpose
  This estate is steeped in finery.  Outside, a beautiful garden 
  is made possible via magical light that imbues much of the 
  undercaverns of the Enclave.  
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile.  
  Access
  Default 
  Door
    Locks: Door, Simple; closed and locked 
  when encountered
  Areas of Interest
  DE-BM2-SR-1: Entrance
  These doors are rarely locked, as even if Meliannthe is not 
  expecting visitors, she will still welcome the surprise drop-
  by from interested parties.  If she is absent from the house 
  (which is admittedly rare), then she will likely lock the 
  doors.
  DE-BM2-SR-2: Southwest Impassible 
  Caverns
  This leads to “Map 113: Impassible Caverns Southwest (DE-
  B2-ICSW)” on page 372.  The secret stone door here can be 
  closed behind the PCs once they pass through.  
    Perception checks to discover the door suffer a -2 
  circumstance penalty due to the presence of the obfuscating 
  bench.
  Access
  Secret Hallway 
  Door
    Locks: Door, Secret; Perception 
  only (no lock)
  DE-BM2-SR-3: East Hallway
  This hallway is exceptionally well-lit; 
    Stealth checks in 
  this zone suffer a -3 circumstance penalty as a result.
  DE-BM2-SR-4: Foyer
  The double doors to the northwest are never locked, though 
  they can be from either side.
  Access
  Contents
  Sideboards 
  (2x)
  (unprotected)
  Writing Supplies
  Access
  Contents
  Bookshelves 
  (2x)
  (unprotected)
  Books: General
  DE-BM2-SR-5: Dining Hall
  The bedchamber doors to the west are locked only if 
  Meliannthe is inside the bedchamber asleep.
  Access
  Contents
  Sideboards 
  (2x)
  (unprotected)
  Simple Foodstuffs, using 
  Context C
  DE-BM2-SR-6: Bedchamber
  Access
  Contents
  Cabinets 
  (2x)
  Locks: Furniture, 
  Simple
  Clothing: General, size 
  Medium, using Context 
  B
  Sack
  (unprotected)
  Coin Treasure: 
  Moderate, using 
  Context D
  Dressing 
  Desk
  (unprotected)
  Weapons: Light
  Sideboard
  (unprotected)
  Writing Supplies
  DE-BM2-SR-7: Elevator Up
  This leads to “Map 92: Elevator Down Southwest (DE-B1-ED-
  SW)” on page 325.
  
  355
  Underground 2
  Map 106: Wyrida’s Residence (DE-B2-WR)
  One square equals 5 ft.
  
  356
  Underground 2
  DE-BM2-WR: Wyrida’s Residence
  Overview
  Wyrida lives here.  She entertains few visitors unless she has 
  need of a private meeting.
  Theme & Purpose
  These chambers seem to have been designed first around 
  function, then around form; there is little wasted space, 
  though it’s easy still to move about the area.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile.  
  Access
  Default 
  Door
    Locks: Door, Simple; closed and locked 
  when encountered
  Areas of Interest
  DE-BM2-WR-1: Elevator Down
  This leads to “Map 92: Elevator Down Southwest (DE-B1-ED-
  SW)” on page 325.
  DE-BM2-WR-2: South Garden
    The alcove formed by the elevator and hallway have been 
  fashioned into a nice, but very simple, garden, featuring 
  litle in the way of flowering plants, but still, it exudes a 
  sense of tranquility.
  DE-BM2-WR-3: Eating & Armory
  Access
  Contents
  Bookshelf
  (unprotected)
  Books: General
  Long 
  Table
  (unprotected)
  Weapons: Martial 2H, 3x 
  and
  Armor: Medium and
  Armor: Shields
  Dining 
  Table
  (unprotected)
  Weapons: Light and
  Rations & Prepared Food
  DE-BM2-WR-4: Bedchamber
  Access
  Contents
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General, size 
  Medium
  Octagonal 
  Table
  (unprotected)
  Writing Supplies
  Barrel
  (unprotected)
  Alcohol: General, size 
  Medium
  DE-BM2-WR-5: Supply Cache
  Access
  Contents
  Large 
  Crate
  Container: Crate 
  or Barrel
  General Supplies, size 
  Large
  Chest
  Locks: Chest, 
  Strongbox
  Weapons: Light and
  Coin Treasure: 
  Moderate and
  Potions: Moderate, all 
  using Context C
  Sacks (3x)
  (unprotected)
  Simple Foodstuffs, 
  using Context C
  
  357
  Underground 2
  Map 107: Clarida’s Residence (DE-B2-CR)
  One square equals 5 ft.
  
  358
  Underground 2
  DE-GM2-CR: Clarida’s Residence
  Overview
  Clarida lives here.  She entertains few visitors unless she 
  has need of a private meeting.
  Theme & Purpose
  These chambers seem to have been designed first around 
  function, then around form; there is little wasted space, 
  though it’s easy still to move about the area.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile.  
  Access
  Default 
  Door
    Locks: Door, Simple; closed and locked 
  when encountered
  Areas of Interest
  DE-BM2-CR-1: Elevator Up
  This leads to This leads to “Map 140: Southwest Elevator 
  Chamber (DE-B3-SW-EC)” on page 428.
  DE-BM2-CR-2: Northeast Gardens
    The alcove formed by the elevator and hallway have been 
  fashioned into a nice, but very simple, garden, featuring 
  litle in the way of flowering plants, but still, it exudes a 
  sense of tranquility.
  DE-BM2-CR-3: Entrance
  Clarida keeps these doors locked at all times.
  DE-BM2-CR-4: Entertaining Room
  Access
  Contents
  Bookshelves 
  (2x)
  (unprotected)
  Books: General, using 
  Context D
  Cabinet
  (unprotected)
  Armor: Light
  Barrel
  (unprotected)
  Alcohol: General
  Long Table
  (unprotected)
  Armor: Medium and
  Armor: Shields and
  Weapons: Martial 2H, 4x 
  and
  Weapons: Light 3x
  Circular 
  Table
  (unprotected)
  Writing Supplies
  DE-BM2-CR-5: Bedchamber
  Access
  Contents
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General, 
  size Medium
  Bookshelves 
  (2x)
  (unprotected)
  Books: General, using 
  Context B
  DE-BM2-CR-6: Storage
  Access
  Contents
  Large 
  Crate
  Container: Crate 
  or Barrel
  General Supplies, size 
  Large
  Chest
  Locks: Chest, 
  Strongbox
  Weapons: Light and
  Coin Treasure: 
  Moderate and
  Potions: Moderate, all 
  using Context C
  Sacks (9x)
  (unprotected)
  Simple Foodstuffs
  Small 
  Crates (3x)
  Container: Crate 
  or Barrel
  Rations & Prepared 
  Food, size Medium
  The secret stone door here can be closed behind the PCs once 
  they pass through.  
    Perception checks to discover the door suffer a -3 
  circumstance penalty due to the presence of the obfuscating 
  equipment.
  Access
  Secret Hallway Door
    Locks: Door, Secret
  DE-BM2-CR-7: Secret Hallway Connector 
  West
  This leads to “Map 110: Secret Chamber West (DE-B2-SCW)” 
  on page 365.
  
  359
  Underground 2
  Map 108: Secret Chamber Center (DE-B2-SCC)
  One square equals 5 ft.
  
  360
  Underground 2
  DE-BM2-SCC: Secret Chamber Center
  Overview
  This huge chamber is essentially a second, secret, meeting 
  room for the Council of Elders.
  Hundreds of years ago, this chamber and its lead-in 
  components to the east and west were created as a failsafe, 
  a fallback in the event that an assault on the surface led to 
  the destruction or unusability of the Enclave’s ground floor.  
  It was used in that context only on a handful of occasions, in 
  situations of dire emergency.
  Theme & Purpose
  These days, the expansive secret room is used less for 
  emergencies, and more for its simple secrecy.  
  When the Council of Elders requires privacy, either for 
  sensitive Council discussions or decisions, or for their own 
  more private purposes, this chamber is ideal.
  Secret Sanctum
  This chamber’s existence is known only to the Council 
  of Elders and all Elite Council Guard (p 653).  No 
  other citizens, or ranks of Enclave Security, are aware of 
  its presence, though some suspect that there are secret 
  chambers into which Elders retire on occasion.
  Because of its secret nature, and the nature of layered secrets 
  to the east and west that additionally protect it, it is counter-
  intuitively rarely guarded.
  When one or more Elders are here, unless those Elders have 
  explicitly made other arrangements (for example, for a 
  secret tryst!), 
    1d6 Elite Council Guard will be present as 
  well.
  When no Elders are here, there is only a 
    25% chance that 
    1d4-1 (minimum 1) Elite Council Guard will be stationed 
  here to keep watch, or as advance escorts for an impending 
  Council congregation.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile.  
  Access
  Default 
  Door
    Locks: Door, Stronghold; using Context 
  B; closed and locked when encountered
  Default Secrets
  Unless otherwise indicated, all secret doors are encountered 
  closed and locked, and are of the following profile.  
  Access
  Default 
  Secret 
  Door
    Locks: Door, Secret; using Context C; closed 
  and locked when encountered.  
  If the PCs unlock them using 
    Disable 
  Device, they may re-lock them at any time and 
  may unlock them as a standard action without 
  making a skill check.
  Areas of Interest
  DE-BM2-SCC-1: West Hallway
  The secret doors on either end of this passage are secret only 
  from the outside of this passage.  
  That is, once you are inside this passage having entered 
  from one direction, it is obvious that the other end of the 
  hallway contains a door; no skill check to notice is required 
  (however, the doors at both ends are locked by default when 
  the PCs encounter them).
  DE-BM2-SCC-2: East Hallway
  Please see the statement in West Hallway at Location 1 
  above, as it applies equally to this zone.
  DE-BM2-SCC-3: Fountain
    In the center of the chamber is a large ornamental font.
  This supplies an endless quantity of fresh water from a well 
  underneath that reaches deep into the earth.
  DE-BM2-SCC-4: South Pedestal
    An ancient-looking and well-worn pedestal sits here 
  against the stone wall to the south.  Although nothing 
  sits atop it, scratches and dents suggest that over the 
  eons, something (or various things) have had places of 
  honor here.
  DE-BM2-SCC-5: Southwest Sarcophagus
    An elaborately-carved stone box sits against the wall 
  here.  The relief carved into the top has faded some; it 
  appears to be a druid bearing a sword.
  This sarcophagus requires a 
    Strength check at DC 20 to 
  remove.  The remains inside are those of one of the Enclave’s 
  founders.  Otherwise there is no treasure to speak of.
  DE-BM2-SCC-6: Southeast Sacrophagus
    An simply-carved stone box sits against the wall here.  
  The relief carved into the top has faded some; it appears 
  to be a ranger holding a branch with leaves.
  This sarcophagus requires a 
    Strength check at DC 
  19 to remove.  The remains inside are those of one of the 
  Enclave’s founders.  The only treasure to speak of is a rusted 
  shortsword that is mechanically useless.
  
  361
  Underground 2
  DE-BM2-SCC-7: Benches
    Seven benches are arranged about the chamber.  These 
  are separated by potted trees and ornamental pillars.
  Once, long ago, these seven benches were meant to hold 
  representatives, allies, or advocates for each of the seven 
  Elders in the Council.  
  Given that fewer people even know of this chamber’s 
  existence than could be housed within it, it is exceedingly 
  rare for any to make use of these benches these days.
  DE-BM2-SCC-8: Northwest Statue
    Here is carved a druid wielding a staff in victory, a 
  grimace of resigned achievement on his visage.
  DE-BM2-SCC-9: Northeast Statue
    The depiction of this carving is of a ranger, holding forth 
  a sword in leadership, a concerned look on her face.
  DE-BM2-SCC-10: Altar
    Nothing adorns this simple stone plinth between two 
  thinly-leaved trees.
  This was installed many hundreds of years ago, back when 
  the Enclave’s leadership had a formal religious component 
  to it.  Although deities and worship has always been a 
  component of life in the Enclave, it has been hundreds of 
  years since the city had religious formality as part of its 
  operating structure.  As a result, this altar has gone unused 
  for a long time.
  DE-BM2-SCC-11: Council Seats
    Atop a raised marble dais, seven comfortable chairs are 
  arrayed behind a waist-high polished wooden railing.  
  Behind the chairs is an empty table, flanked by two 
  scultures.  Outside of those sculptures is a pair of trees 
  and unlit braziers.
  Common practice is for Council members to place their 
  weapons atop this table before sitting down to conduct 
  business.  The braizers are left over from the religious 
  practices that also involved the altar to the south.
  
  362
  Underground 2
  Map 109: Secret Chamber East (DE-B2-SCE)
  One square equals 5 ft.
  
  363
  Underground 2
  DE-BM2-SCE-Secret Chamber East
  Overview
  This chamber, and its twin on the opposite side of the map, 
  were once antechambers and protected zones to serve as safe 
  harbor for citizens in the event of a crisis.  Leading into the 
  secondary Council chambers as they do, their positioning 
  was meant as a reassurance if such a catastrophe were to 
  come to pass.
  The cavelike passage connecting the main chamber to the 
  long connecting hallway to the east was originally a formal, 
  stone-walled and slate-floored hallway like the rest of this 
  zone.  However, it was destroyed in a cave-in hundreds of 
  years ago, and although the debris was cleared out a few 
  dozen years ago so that the area could once again serve 
  a purpose, it has not been re-built in the manner of its 
  neighbors.  This is primarily due to its secrecy: if nobody 
  safe the Council and its guard know of this location, then the 
  raw talent to rebuild it is missing, and keeping the secret 
  is judged to outweigh the desire for finery in this one small 
  zone.
  Theme & Purpose
  At various points in its history, the large chamber and its 
  hallway have served as a meditative area, a place of rest, a 
  hospital, and a shelter from natural disasters.
  These days, this region is almost entirely unoccupied, and is 
  used almost exclusively to simply gain access to the secret, 
  secondary Council chamber.
  On the rare occasion that a new Elder joins the Council, the 
  ceremony might well take place here, though of course not to 
  public eye.
  Secret Sanctum
  This chamber’s existence is known only to the Council 
  of Elders and all Elite Council Guard (p 653).  No 
  other citizens, or ranks of Enclave Security, are aware of 
  its presence, though some suspect that there are secret 
  chambers into which Elders retire on occasion.
  Typically (
    55% chance), 
    1d6 Elite Council Guard 
  will be present here.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile.  
  Access
  Default 
  Door
    Locks: Door, Stronghold; using Context 
  B; closed and locked when encountered
  Default Secrets
  Unless otherwise indicated, all secret doors are encountered 
  closed and locked, and are of the following profile.  
  Access
  Default 
  Secret 
  Door
    Locks: Door, Secret; Perception only (no 
  locks)
  Areas of Interest
  DE-BM2-SCE-1: Secret Hallway North
  This leads to “Map 95: Northwest Quarter Overview (DE-B2-
  NWQ-O)” on page 333.
  DE-BM2-SCE-2: Secret Hallway Door
  Note that the secret wall to the west is located underneath 
  the torch sconce pictured; accessing or re-closing the secret 
  door does not disturb the sconce.
  DE-BM2-SCE-3: Secret Hallway
    Along the narrow length of this slate-floored hall are 
  opposing torch sconces and pillars of ornate, but aged, 
  design.
  DE-BM2-SCE-4: Secret Hallway South
  This leads to “Map 101: Southeast Quarter Overview (DE-B2-
  SEQ-O)” on page 345.
  DE-BM2-SCE-5: Secret Cave Connector
    Unlike the other passageways in this area, this small 
  S-shaped cave appears to have occurred naturally.  Rocks 
  and cobwebs line the walls, and the air here is noticeably 
  cooler.
  DE-BM2-SCE-6: Council Chambers 
  Hallway
  This leads to “Map 108: Secret Chamber Center (DE-B2-
  SCC)” on page 359.
  DE-BM2-SCE-7: Statue
    In the center of the room stands an enormous, 12’-tall 
  statue of a robed woman offering a vial of ointment in 
  one hand and a sprig of leaves in the other.
  This depicts one of the first official healers of the Enclave.
  DE-BM2-SCE-8: Fountains
  These provide an endless supply of clean, fresh water.
  DE-BM2-SCE-9: North Sacrophagus
    An simply-carved stone box sits against the wall here.  
  The relief carved into the top has faded some; it appears 
  to be a sage or seer.
  This sarcophagus requires a 
    Strength check at DC 21 to 
  remove.  The remains inside are those of one of the Enclave’s 
  
  364
  Underground 2
  founders.  
  Access
  Contents
  Sacrophagus
  (see above)
  Gems: Semi-Precious
  DE-BM2-SCE-10: South Sacrophagus
    An simply-carved stone box sits against the wall here.  
  The relief carved into the top has faded some; it appears 
  to be an archer.
  This sarcophagus requires a 
    Strength check at DC 19 to 
  remove.  The remains inside are those of one of the Enclave’s 
  founders.  
  Access
  Contents
  Sacrophagus
  (see above)
  Weapons: Martial 
  Ranged, using Context C
  
  365
  Underground 2
  Map 110: Secret Chamber West (DE-B2-SCW)
  One square equals 5 ft.
  
  366
  Underground 2
  DE-BM2-SCW: Secret Chamber West
  Overview
  This chamber, and its twin on the opposite side of the map, 
  were once antechambers and protected zones to serve as safe 
  harbor for citizens in the event of a crisis.  Leading into the 
  secondary Council chambers as they do, their positioning 
  was meant as a reassurance if such a catastrophe were to 
  come to pass.
  The cavelike passage connecting the main chamber to the 
  long connecting hallway to the east was originally a formal, 
  stone-walled and slate-floored hallway like the rest of this 
  zone.  However, it was destroyed in a cave-in hundreds of 
  years ago, and although the debris was cleared out a few 
  dozen years ago so that the area could once again serve 
  a purpose, it has not been re-built in the manner of its 
  neighbors.  This is primarily due to its secrecy: if nobody 
  safe the Council and its guard know of this location, then the 
  raw talent to rebuild it is missing, and keeping the secret 
  is judged to outweigh the desire for finery in this one small 
  zone.
  Theme & Purpose
  At various points in its history, the large chamber and its 
  hallway have served as a meditative area, a place of rest, a 
  hospital, and a shelter from natural disasters.
  These days, this region is almost entirely unoccupied, and is 
  used almost exclusively to simply gain access to the secret, 
  secondary Council chamber.
  On the rare occasion that a new Elder joins the Council, the 
  ceremony might well take place here, though of course not to 
  public eye.
  Secret Sanctum
  This chamber’s existence is known only to the Council 
  of Elders and all Elite Council Guard (p 653).  No 
  other citizens, or ranks of Enclave Security, are aware of 
  its presence, though some suspect that there are secret 
  chambers into which Elders retire on occasion.
  About half the time (
    50% chance), 
    1d4 Elite Council 
  Guard will be present here.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile.  
  Access
  Default 
  Door
    Locks: Door, Stronghold; using Context 
  B; closed and locked when encountered
  Default Secrets
  Unless otherwise indicated, all secret doors are encountered 
  closed and locked, and are of the following profile.  
  Access
  Default 
  Secret 
  Door
    Locks: Door, Secret; Perception only (no 
  locks)
  Areas of Interest
  DE-BM2-SCW-1: Eastern Secret Hallway
  This leads to “Map 108: Secret Chamber Center (DE-B2-
  SCC)” on page 359.
  DE-BM2-SCW-2: Secret Cave Connector
    Unlike the other passageways in this area, this wedge-
  shaped cave appears to have occurred naturally.  Rocks 
  and cobwebs line the walls, and the air here is noticeably 
  cooler.
  DE-BM2-SCW-3: Secret Hallway North
  This leads to “Map 95: Northwest Quarter Overview (DE-B2-
  NWQ-O)” on page 333.
  DE-BM2-SCW-4: Secret Hallway
    Along the narrow length of this slate-floored hall are 
  opposing torch sconces and pillars of ornate, but aged, 
  design.
  DE-BM2-SCW-5: Secret Hallway South
  This leads to “Map 104: Southwest Quarter Overview (DE-
  B2-SWQ-O)” on page 351.
  DE-BM2-SCW-6: Statue
    In the center of the room stands an enormous, 12’-tall 
  statue of a portly half-orc bearing a cask, with a greataxe 
  strapped across his back.
  This depicts one of the first official healers of the Enclave.
  DE-BM2-SCW-7: Fountains
  These provide an endless supply of clean, fresh water.
  DE-BM2-SCW-8: North Sacrophagus
    An simply-carved stone box sits against the wall here.  
  The relief carved into the top has faded some; it appears 
  to be a paladin.
  This sarcophagus requires a 
    Strength check at DC 22 to 
  remove.  The remains inside are those of one of the Enclave’s 
  founders.  
  
  367
  Underground 2
  Access
  Contents
  Sacrophagus
  (see above)
  Armor: Heavy and
  Weapons: Martial 1H 
  and
  Armor: Shields, all 
  using Context C
  DE-BM2-SCW-9: South Sacrophagus
    An simply-carved stone box sits against the wall here.  
  The relief carved into the top has faded some; it appears 
  to be a cleric.
  This sarcophagus requires a 
    Strength check at DC 17 to 
  remove.  The remains inside are those of one of the Enclave’s 
  founders.  
  Access
  Contents
  Sacrophagus
  (see above)
  Armor: Medium and
  Weapons: Simple, both 
  using Context C
  
  368
  Underground 2
  Map 111: Impassible Caverns Northwest (DE-B2-ICNW)
  One square equals 5 ft.
  
  369
  Underground 2
  DE-BM2-ICNW: Impassible Caverns Northwest
  Overview
  This is one of four forgotten caverns on Underground Level 
  2 unknown to anyone in the Enclave.  They are all four 
  naturally-occuring, and have been used as hideouts, storage 
  caches, ambush posts, and monster lairs at various points 
  over the years.
  They once led deeper into the underground, via naturally-
  occurring caves that led further beyond the civilized carvings 
  of the Enclave.  Cave-ins, erosion, and intentional closings-
  off have resulted in dead-ends in all of these cases.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 2, this chamber nevertheless 
  connects with other areas via earthen holes and burrows.
  As a result, there is some lingering danger of monsters here.
  Random Encounters
  Every 5 minutes of exploration here, roll on 
    “Table 21: 
  Secret Cavern Default Random Encounters” on page 275.
  Any results of “no encounter” or “NPC encounter” 
  indicate that, at least for one night’s worth of rest, this 
  region is momentarily safe for refuge, and may be used to 
  sleep, recover spells, etc.  I.e., do not reroll on the random 
  encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and secret, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Secret; closed and 
  unlocked when encountered
  Areas of Interest
  DE-BM2-ICNW-1: Secret Cave Wall
  This leads to “Map 95: Northwest Quarter Overview (DE-B2-
  NWQ-O)” on page 333.
  DE-BM2-ICNW-2: Tumble of Rocks
    Against the north edge of the chamber is a tumble of 
  cobweb-encrusted rocks.
  DE-BM2-ICNW-3: Hideout Camp
    A long-forgotten campsite sits here to the north of an 
  apparent cave-in dead-end.
  Access
  Contents
  Campsite 
  Sacks (3x)
  (unprotected)
  Coin Treasure: 
  Moderate, using 
  Context D
  
  370
  Underground 2
  Map 112: Impassible Caverns Northeast (DE-BM2-ICNE)
  One square equals 5 ft.
  
  371
  Underground 2
  DE-BM2-ICNE: Impassible Caverns Northeast
  Overview
  This is one of four forgotten caverns on Underground Level 
  2 unknown to anyone in the Enclave.  They are all four 
  naturally-occuring, and have been used as hideouts, storage 
  caches, ambush posts, and monster lairs at various points 
  over the years.
  They once led deeper into the underground, via naturally-
  occurring caves that led further beyond the civilized carvings 
  of the Enclave.  Cave-ins, erosion, and intentional closings-
  off have resulted in dead-ends in all of these cases.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 2, this chamber nevertheless 
  connects with other areas via earthen holes and burrows.
  As a result, there is some lingering danger of monsters here.
  Random Encounters
  Every 5 minutes of exploration here, roll on 
    “Table 21: 
  Secret Cavern Default Random Encounters” on page 275.
  Any results of “no encounter” or “NPC encounter” 
  indicate that, at least for one night’s worth of rest, this 
  region is momentarily safe for refuge, and may be used to 
  sleep, recover spells, etc.  I.e., do not reroll on the random 
  encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and secret, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Secret; closed and 
  unlocked when encountered
  Areas of Interest
  DE-BM2-ICNE-1: Secret Cave Wall
  This leads to “Map 98: Northeast Quarter Overview (DE-B2-
  NEQ-O)” on page 339.
  DE-BM2-ICNE-2: Debris Pile
    Right inside the secret door to the cave, beyond a 
  spiderweb, is a pile of debris.
  Searching the pile for 2 minutes or more yields the 
  following:
  Access
  Contents
  Debris Pile
  (unprotected)
  Gems: Low, using Context 
  D
  DE-BM2-ICNE-3: Rockpile Casks
    A dead-end here, as a rockslide of boulders has closed up 
  whatever passage might have lain beyond.  To the north 
  is a trio of empty, evaporated casks and a series of rotted 
  canvas sacks.
  Access
  Contents
  Sacks (5x)
  (unprotected)
  Coin Treasure: Moderate, 
  using Context D
  DE-BM2-ICNE-4: Debris Dead-End
    Rocks, spiderwebs, and rotted debris greet you at the 
  terminus of this cave node.
  
  372
  Underground 2
  Map 113: Impassible Caverns Southwest (DE-BM2-ICSW)
  One square equals 5 ft.
  
  373
  Underground 2
  DE-BM2-ICSW: Impassible Caverns Southwest
  Overview
  This is one of four forgotten caverns on Underground Level 
  2 unknown to anyone in the Enclave.  They are all four 
  naturally-occuring, and have been used as hideouts, storage 
  caches, ambush posts, and monster lairs at various points 
  over the years.
  They once led deeper into the underground, via naturally-
  occurring caves that led further beyond the civilized carvings 
  of the Enclave.  Cave-ins, erosion, and intentional closings-
  off have resulted in dead-ends in all of these cases.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 2, this chamber nevertheless 
  connects with other areas via earthen holes and burrows.
  As a result, there is some lingering danger of monsters here.
  Random Encounters
  Every 5 minutes of exploration here, roll on 
    “Table 21: 
  Secret Cavern Default Random Encounters” on page 275.
  Any results of “no encounter” or “NPC encounter” 
  indicate that, at least for one night’s worth of rest, this 
  region is momentarily safe for refuge, and may be used to 
  sleep, recover spells, etc.  I.e., do not reroll on the random 
  encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and secret, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Secret; closed and 
  unlocked when encountered
  Areas of Interest
  DE-BM2-ICSW-1: Secret Cave Wall
  This leads to “Map 104: Southwest Quarter Overview (DE-
  B2-SWQ-O)” on page 351.
  DE-BM2-ICSW-2: Entrance
    Upon entering this area for the first time, roll on 
    
  “Table 21: Secret Cavern Default Random Encounters” 
  on page 275.  Place any resulting monsters as already 
  present in Location 4 to the east.
  DE-BM2-ICSW-3: Skeleton
    A long-dead corpse lies here.  You cannot tell if it died 
  from falling rocks or from wounds, but its bones have 
  been picked clean.
  Its possessions have also been scavenged.
  DE-BM2-ICSW-4: Cave-In
    A bounty of boulders and spiderwebs greets your gaze at 
  the abrupt terminus of this cave.
  
  374
  Underground 2
  Map 114: Impassible Caverns Southeast (DE-BM2-ICSE)
  One square equals 5 ft.
  
  375
  Underground 2
  DE-BM2-ICSE: Impassible Caverns Southeast
  Overview
  This is one of four forgotten caverns on Underground Level 
  2 unknown to anyone in the Enclave.  They are all four 
  naturally-occuring, and have been used as hideouts, storage 
  caches, ambush posts, and monster lairs at various points 
  over the years.
  They once led deeper into the underground, via naturally-
  occurring caves that led further beyond the civilized carvings 
  of the Enclave.  Cave-ins, erosion, and intentional closings-
  off have resulted in dead-ends in all of these cases.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 2, this chamber nevertheless 
  connects with other areas via earthen holes and burrows.
  As a result, there is some lingering danger of monsters here.
  Random Encounters
  Every 5 minutes of exploration here, roll on 
    “Table 21: 
  Secret Cavern Default Random Encounters” on page 275.
  Any results of “no encounter” or “NPC encounter” 
  indicate that, at least for one night’s worth of rest, this 
  region is momentarily safe for refuge, and may be used to 
  sleep, recover spells, etc.  I.e., do not reroll on the random 
  encounters table until a full night’s rest, in this scenario.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and secret, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Secret; closed and 
  unlocked when encountered
  Areas of Interest
  DE-BM2-ICSE-1: Secret Cave Wall
  This leads to “Map 101: Southeast Quarter Overview (DE-B2-
  SEQ-O)” on page 345.
  DE-BM2-ICSE-2: Massive Web
    Across this entire zone is a massive spiderweb with thick 
  strands.
    It requires 3 rounds of hacking and slashing, or more 
  dramatic measures, to cleave through this web, which 
  counts as Difficult Terrain afterwards.
  DE-BM2-ICSE-3: Dead Thief
    A halfling lies here, long dead and rotted away.  To the 
  east is a pile of debris.
  Access
  Contents
  Dead 
  Thief
  (unprotected)
  Armor: Light and
  Armor: Shields and
  Weapons: Light
  Debris 
  Pile
  (unprotected; requires 
    Perception at DC 18 to 
  discover treasure)
  Gems: Semi-
  Precious
  DE-BM2-ICSE-4: Barrels Cave-In
    Whatever liquor occupied these casks has long since been 
  drunk or evaporated.
  DE-BM2-ICSE-5: Cave-In
  This is a natural cave-in and bars further exploration.
  
  376
  Underground 3
  Underground: 
  Level 3
  
  377
  Underground 3
  Map 115: Druid Enclave Side Projection, Underground Level 3
  
  378
  Underground 3
  Map 116: Underground, Level 3, Overview (DE-B3-O)
  One square equals 20 ft.
  
  379
  Underground 3
  Level Introduction: Underground Level 3
  Summary
  Underground 3 can be conceptually divded into three 
  regions: 
  First, the formal, “known” areas that are linked to the 
  public.  Second, the “hidden” regions known only to 
  the elite of Enclave Security forces, which underlie the 
  Guardposts from the Ground Level.  Third, the “secret” 
  tunnels and forgotten caves, most of which are unknown to 
  nearly everyone, and some of which have been completely 
  undiscovered for hundreds of years.
  Enclave Underground Structures
  The presence of underground levels in the Enclave is the 
  worst-kept secret of design in the Realms.  Originally 
  architected and built many centuries ago as a hidden 
  understructure of defense, the original intent was to provide 
  zones into which citizens could go if the Enclave were 
  assaulted.
  This approach held for about a hundred years, until A) 
  the secret was out and everyone knew about the presence 
  of underground levels, and B) the population of the 
  Enclave grew beyond what the surface level could sustain, 
  necessitating use of the lower levels to hold the populace.
  Although the several underground levels are known to most 
  citizens of the Enclave, there persists a sense that they are 
  for defense, and should be protected.  As a result, most 
  people who are not well-known to the Enclave who venture 
  down here will be questioned as to their purpose.
  Public Structures
  Although not necessarily advertised, and seldom shared with 
  travelers and tourists, these regions are well-known by all 
  citizens, and it’s not unusual at all to see people flowing up 
  and down regularly.
  The following Locations are Public Structures:
  Locations 1, 3, 4, 6, 8, 10, 11, 14, and 15.
  Hidden Structures
  “Hidden Structures” are those that are not publicly known, 
  but are regularly shared and used by Enclave Security and 
  the Council of Elders.
  The Hidden Structures on this level are the caverns at 
  Locations 9, 12, and 13, and they are known only to the 
  criminal underground of the Moss (p 54).
  Secret Structures
  Some caves date back centuries, and have been neither used 
  nor known for that time.  Cave-ins, intentional maskings, 
  and natural phenomena have obfuscated these structures 
  from all.
  Nobody in the Enclave knows of these structures, though of 
  course they may be discovered by the PCs.
  The following regions are Secret Structures:
  Locations 2, 5, 7, 9, 12, 13, 16, 17, 18, and 19.
  Entrances and Exits
  Note that the following are typical, even secret, means of 
  entering and exiting the level as it was designed.
  Other, magical means of navigating the level (for example, 
  teleportation spells, transmute stone to mud or similar spells 
  that affect barriers, or those that grant incorporeality) are 
  not discussed and are left to the GM to manage should they 
  be introduced.
  Entry from Underground Level 2
    The only formal means of entry is one of the elevators at 
  Locations 1, 4, 8, and 11.
  Exits to Underground Level 4
    There is only one means down to Underground Level 
  4: the elevator at the middle of the Central Chamber at 
  Location 15.
  Overview
  Many citizens, and nearly all visitors, only come down to this 
  level if they have specific business with citizens here, or if 
  they need to delve more deeply into the Underground levels.
  Much of the known terrain here is transitory: there are no 
  shops or residences to speak of in this region.  There is, 
  however, ample purpose to be here, as many take walks or 
  simply enjoy the sights of the gardens and the elaborate 
  hallways leading thereto.
  Atmosphere & Theme
  Public Regions can be busy with visitors, sightseers, or 
  simply those who wish seclusion or a nice walk.
  Hidden Regions consist solely of the cavern complex to 
  the south of the Central Chamber.  These caves are known 
  only to the criminal underworld of The Moss; unlike most 
  Hidden Regions in the Enclave, much of the Council of 
  Elders and Enclave Security have no knowledge or use of 
  these regions.
  Secret Regions are fairly minimal on this level, and have 
  lain dormant and undiscovered for a hundred years or more, 
  and as a result, are largely unpopulated (though occasional 
  monsters may be wandering!).
  Secret Region Random Encounters
  As noted above, many regions are Secret Structures, 
  meaning that no citizen or sentient is aware of them.
  
  380
  Underground 3
  That said, danger still lurks, as these regions are connected 
  to each other and to the surface and other, deeper caverns 
  via small holes and crevies.
  Immediately upon discovering a Secret Region, and 
  thereafter every 10 minutes wandering about in one, roll 
  on the following table to determine whether a random 
  encounter occurs:
  Table 27: Underground Level 3 Secret Cavern Default 
  Random Encounters
  D%
  Event
  Description
  01-20
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  21-25
  Trivial 
  Encounter
  Roll once on 
     Monsters: 
  Caves, Trivial.
  26-35
  Light 
  Encounter
  Roll once on 
   Monsters: 
  Caves, Light.
  36-55
  Average 
  Encounter
  Roll once on 
   Monsters: 
  Caves, Average.
  56-90
  Advanced 
  Encounter
  Roll once on 
   Monsters: 
  Caves, Advanced.
  91-00
  Elite 
  Encounter
  Roll once on 
   Monsters: 
  Caves, Elite.
  Default Random Encounters
  Some Areas of Interest within this level will describe 
  a certain approach to Random Encounters, either by 
  overriding the timing (e.g., “every 30 minutes), and/or by 
  providing its own localized version of the random encounter 
  table below.
  Absent such an override, while in Public Structures or 
  Hidden Structures, roll on the following table of Default 
  Random Encounters for every 10 minutes the party 
  remains in this area.
  Note that although the Public and Hidden Structures are 
  civilized and well-used, there still exists the occasional 
  chance of threat from monsters.
  Table 28: Enclave Underground Level 3 Default Random 
  Encounters
  D%
  Event
  Description
  01-40
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  40-50
  Random City 
  Encounter
  Roll once on “FlexTable 36: Druid 
  Enclave Random Encounters” on 
  page 118.
  51-70
  NPC 
  Encounter
  Roll once on the Default NPC 
  Encounter Table below.
  71-00
  Random 
  Cavern 
  Encounter
  Roll once on “Secret Cavern 
  Default Random Encounters”, 
  above.
  Default NPC Encounters
  Some Areas of Interest within this level will describe a 
  certain approach to NPC Encounters, providing its own 
  localized version of the table below.
  Absent such an override, when in this level, when directed to 
  roll for a random NPC, roll on the following table.  
    Note that if a certain circumstance mandates the 
  presence of an NPC, you may ignore and reroll results of 
  “No Encounter” on the table below. 
   
  The GM is, as in all other aspects of the adventure, to 
  use her common sense regarding use of this table.  You 
  should feel free to ignore or reroll results with which you 
  don’t agree, or simply choose a result yourself to keep 
  with the atmosphere of the adventure as experienced by 
  your gaming group. 
   
  Note, also, that any entry in the list below that has a 
  blank (“-”) next to it for roll results means that that NPC 
  is never normally encountered in this level.
  Table 29: Default NPC Encounter: Underground Level 3
  Suggested Population: 
    1d2 rolls
  D%
  Key NPC
  Profession
  Page
  01
  Gallianne 
  Estrarch
  Council 
  Elder
  478
  02
  Ashrem Ilydron
  Council 
  Elder
  483
  03
  Trotysse Airdarr Council 
  Elder
  488
  04
  Halabedarr
  Council 
  Elder
  493
  05
  Siriquille
  Council 
  Elder
  498
  06
  Usborn 
  Tossercobb
  Council 
  Elder
  503
  07
  Barksel 
  Ferubrankcht
  Council 
  Elder
  508
  08-11
  Groob
  Blacksmith
  513
  12-16
  Imay Aldreban
  Healer
  518
  17-20
  Allaha Gorrut
  Sage
  523
  21-24
  Forsythar
  Tailor
  528
  25-28 Sannelle 
  Goregut
  Weapons 
  Trainer
  533
  29-32 Jaer
  Druid 
  Trainer
  538
  33-36
  Terjonne
  Ranger 
  Trainer
  543
  37-40 Ulfgarre 
  Thorngage
  Herbalist/
  Apothecary
  548
  
  381
  Underground 3
  D%
  Key NPC
  Profession
  Page
  41-44
  Seddyn
  Provisioner
  552
  45-48 Plakk
  Mercenary
  556
  49-52 Gaeryn
  Mercenary
  560
  53-56
  Tultokka
  Mercenary
  564
  57-61
  Wubafix
  Black 
  Market 
  Leader
  568
  62-65 Kerrithe
  Blackmail 
  Leader
  572
  66-69 Darrlie
  Assassin
  576
  70-73
  Rannos 
  Rannthak
  Noble
  580
  74-77
  Anastrianna 
  Liadon
  Noble
  585
  78-81
  Meliannthe
  Socialite
  590
  82-85 Phaelynne 
  Helliar
  Merchant 
  Queen
  595
  86-89 Klasandrel 
  Sulidan
  Merchant 
  Prince
  600
  90-93 Lia Ilphur
  Lone 
  Crusader
  605
  94-97 Wyrida
  Special 
  Operative 
  of the 
  Council
  615
  98-
  00
  Clarida
  Wyrida’s 
  younger 
  sister
  610
  Areas of Interest
  DE-B3-O-1: Northwest Elevator Chamber
  Please refer to page 384 for additional details.
  DE-B3-O-2: Northwest Secret Bridge
  Page 386 commences additional information about this 
  region.
  DE-B3-O-3: Northwest Corridor 
  Overview
  This section is described starting on page 388.
  DE-B3-O-4: Northeast Elevator Chamber
  Turn to page 398 for further details.
  DE-B3-O-5: Northeast Secret Bridge
  Please refer to page 400 for more information.
  DE-B3-O-6: Northeast Corridor 
  Overview
  Page 402 commences further information.
  DE-B3-O-7: Northern Secret Bridge
  Please turn to page 410 for details.
  DE-B3-O-8: Southeast Elevator Chamber
  This region is described starting on page 414.
  DE-B3-O-9: Southeast Secret Caves
  Please refer to page 416 for full details.
  DE-B3-O-10: Southeast Corridor 
  Overview
  A full description begins on page 418.
  DE-B3-O-11: Southwest Elevator 
  Chamber
  Please turn to page 428 for a full description.
  DE-B3-O-12: Southwest Secret Caves
  Full details commence on page 430.
  DE-B3-O-13: Southwest Secret Chamber
  Refer to page 430 for full details.
  DE-B3-O-14: Southwest Corridor 
  Overview
  Please turn to page 434 for a full description.
  DE-B3-O-15: Central Chamber
  More details can be found starting on page 442.
  DE-B3-O-16: North Underground River
  The massive underground river flows from regions north.  
  From a point just north of Location 7, the water fills the 
  entire chamber.  
  For adventuring purposes of this book, this area should be 
  considered impassible.
  DE-B3-O-17: Northwest Underground 
  River
  The water here is 8’ deep, horribly cold, and still.  Nothing 
  lives here, and although the water is drinkable, it tastes stale 
  and ashen.
  DE-B3-O-18: Northeast Underground 
  River
  The cool water here moves swiftly here to the south.  It 
  averages 7’ deep, and tastes stale but refreshing.
  DE-B3-O-19: South Underground River
  The underground river flows south from here.  For the 
  purposes of exploring the Druid Enclave, south of here 
  should be considered an impassible zone for the PCs.
  
  382
  Underground 3
  Map 117: Northwest Overview (DE-B3-NW-O)
  One square equals 5 ft.
  
  383
  Underground 3
  DE-B3-NW-O: Northwest Overview
  Areas of Interest
  DE-B3-NW-O-1: Northwest Elevator 
  Chamber
  Please refer to page 384 for more details.
  DE-B3-NW-O-2: Northern Secret Bridge
  Please turn to page 410 for details.
  DE-B3-NW-O-3: Northwest Secret Bridge
  Page 386 commences additional information about this 
  region.
  DE-B3-NW-O-4: Northwest Underground 
  River
  The water here is very cold and 8’ deep on average.  There is 
  nearly zero current leading to the south.
  DE-B3-NW-O-5: Northwest Corridor 
  North
  Please refer to page 390 for more details.
  DE-B3-NW-O-6: Northwest Corridor 
  Northwest
  Turn to page 390 for more information.
  DE-B3-NW-O-7: Northwest Corridor 
  West
  Refer to page 392 for more details.
  DE-B3-NW-O-8: Northwest Corridor 
  Southwest
  Please turn to page 394 for details.
  DE-B3-NW-O-9: Northwest Corridor 
  South
  Page 394 contains more information.
  DE-B3-NW-O-10: Central Chamber
  Please refer to page 442 for additional description.
  DE-B3-NW-O-11: Underground River 
  North
  From the location of the number 11 northward, the water 
  fills the entire chamber floor-to-ceiling and is impassible.
  DE-B3-NW-O-12: Underground River 
  Split
  The underground river splits here, to the east and west.  The 
  current carries to the east, and the water level is higher than 
  Medium-sized creatures are tall; anyone floating here who 
  wishes to travel westward instead of eastward with the flow 
  must employ some special means to effect this locomotion 
  (e.g., a grappling hook or arrow).
  
  384
  Underground 3
  Map 118: Northwest Elevator Chamber (DE-B3-NW-EC)
  One square equals 5 ft.
  
  385
  Underground 3
  DE-B3-NW-EC: Northwest Elevator Chamber
  Overview
  This is one of four large chambers in the diagonal corners of 
  Underground Level 3.  
  Theme & Purpose
  This chamber serves three purposes: First, it contains the 
  elevators that lead up to Underground Level 2.  Second, it acts 
  as a checkpoint and opportunity for guards to intercept those 
  who have no true business in the lower levels of the Enclave.  
  Thirdly, its structure is not merely for function, but for form; it 
  was made to be a lovely place to take a walk, to have a romantic 
  stroll, or to conduct a busienss conversation.  Indeed, this 
  and the even-lower level of the Enclave have become tourist 
  destinations of sorts.
  It’s somewhat bizarre that nobody has yet noticed the secret 
  passageways through the stonework that dwell to the east and 
  south (Locations 10 and 6, respectively), but this may simply 
  suggest the level of peaceful distraction that this zone generates.
  Guarded Chamber
  Much of the time (
    45% chance), 
    1d4+1 Enclave Guard 
  (p 659) and 
    1d4-1 (minimum 0) Enclave Elite Guard (p 
  656) will be present here.  For each, randomize their location 
  amongst Locations 4, 5, 7, and 8. 
  Guardposts
  There are four guardposts in this chamber.  Unless otherwise 
  noted, each contains similar equipment, as follows:
  Access
  Contents
  Weapons 
  Table
  (unprotected)
  Weapons: Martial 2H and 
  Weapons: Martial Ranged 
  and Weapons: Martial 1H
  Default Doors
  Unless otherwise indicated, all doors are of the following profile.
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Default Secrets
  Unless otherwise indicated, all secret doors may be closed 
  behind the PCs after they pass through them, and are of the 
  following profile.  
  Access
  Default Secret 
  Door
    Locks: Door, Secret; Perception only 
  (no locks)
  Areas of Interest
  DE-B3-NW-EC-1: Elevator Up
  This leads back up to “Map 95: Northwest Quarter Overview 
  (DE-B2-NWQ-O)” on page 333.
  DE-B3-NW-EC-2: Elevator Antechamber
    Potted plants and beautiful trees raise loftily above the 
  smooth white marble floor.  To the east and west are 
  stone sacrophogi elaborately engraved as statuaries.
  The powdered remains inside are those of two of the 
  Enclave’s founders.  
  Access
  Contents
  Sacrophagus 
  (2x)
    Strength 
  DC 21
  Armor: Heavy, using 
  Context C
  DE-B3-NW-EC-3: Foyer
    Perception checks to discover the door suffer a -2 
  circumstance penalty.
  DE-B3-NW-EC-4: Guardpost Southwest
  See “Guardposts”, above, for contents.
  DE-B3-NW-EC-5: Guardpost Southeast
  See “Guardposts”, above, for contents.
  DE-B3-NW-EC-6: NW Secret Bridge
  Page 386 commences additional information about this 
  region.
  DE-B3-NW-EC-7: Guardpost Northwest
  See “Guardposts”, above, for contents. 
  DE-B3-NW-EC-8: Guardpost Northeast
  See “Guardposts”, above, for contents.
  DE-B3-NW-EC-9: North Hallway
    Stealth checks here receive a -2 circumstance penalty.
  DE-B3-NW-EC-10: East Hallway
    Stealth checks here receive a +2 circumstance bonus.
  DE-B3-NW-EC-11: Hallway West
  Access
  Hallway West
    Locks: Door, Stronghold
  
  386
  Underground 3
  Map 119: Northwest Secret Bridge (DE-B3-NW-SB)
  One square equals 5 ft.
  
  387
  Underground 3
  DE-B3-NW-SB: Northwest Secret Bridge
  Overview
  This is one of several bridges built eons ago to traverse the 
  underground rivers found on this level.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 3, this chamber nevertheless 
  connects with other areas via earthen holes and burrows, 
  and of course via the river itself.
  As a result, there is some lingering danger of monsters here.
  Random Encounters
  Every 5 minutes of exploration here, roll on 
    “Table 21: 
  Secret Cavern Default Random Encounters” on page 275.
  Any results of “no encounter” or “NPC encounter” 
  indicate that, at least for one night’s worth of rest, this 
  region is momentarily safe for refuge, and may be used to 
  sleep, recover spells, etc.  I.e., do not reroll on the random 
  encounters table until a full night’s rest, in this scenario.
  Default Secret Doors
  Unless otherwise indicated, all secret doors are of the 
  following profile:
  Access
  Default 
  Secret Door
    Locks: Door, Secret; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B3-NW-SB-1: Northwest Elevator 
  Chamber
  This leads to “Map 118: Northwest Elevator Chamber (DE-
  B3-NW-EC)” on page 384.
  DE-B3-NW-SB-2: North Bank
  All squares with a boulder inside them count as Difficult 
  Terrain.  
  If approaching from this direction, any monsters summoned 
  via the Random Encounter tables will appear as coming from 
  the South Bank (Location 5).
  DE-B3-NW-SB-3: Bridge
  This bridge is sturdy, but not unbreakable: if 2 or more 
  PCs and one or more monsters are atop it at any point, it 
  crumbles, dumping any creatures on the bridge into the 
  river.
  DE-B3-NW-SB-4: Underground River
  From here, the river has no current, so it’s actually quite 
  easy to swim to one of the banks and regain one’s footing.  
  The depth averages 8’, however, so those lacking swimming 
  ability may drown quickly.
  DE-B3-NW-SB-5: South Bank
  All squares with a boulder inside them count as Difficult 
  Terrain.  
  If approaching from this direction, any monsters summoned 
  via the Random Encounter tables will appear as coming from 
  the North Bank (Location 2).
  DE-B3-NW-SB-6: Central Chamber
  This leads to “Map 147: Central Chamber (DE-B3-CC)” on 
  page 442.
  
  388
  Underground 3
  Map 120: Northwest Corridor Overview (DE-B3-NWC-O)
  One square equals 5 ft.
  
  389
  Underground 3
  DE-B3-NWC-O: Northwest Corridor Overview
  Areas of Interest
  DE-B3-NWC-O-1: NW Corridor North
  Please turn to page 390 for more details.
  DE-B3-NWC-O-2: NW Corridor Center
  Page 392 contains more details.
  DE-B3-NWC-O-3: NW Corridor South
  Please refer to page 394 for complete information.
  DE-B3-NWC-O-4: Underground River 
  Northwest
  This lakelike region averages 8’ deep and is relatively still.
  
  390
  Underground 3
  Map 121: Northwest Corridor, North (DE-B3-NWC-N)
  One square equals 5 ft.
  
  391
  Underground 3
  DE-B3-NWC-N: Northwest Corridor North
  Overview
  These halls were crafted eons ago with great care and skill.  
  The years have bee unkind to some portions, however, and 
  it’s unclear as to whether the skill and will yet exist to effect 
  proper repairs.
  Theme & Purpose
  These corridors serve to connect the four Elevator 
  Chambers in the diagonal corners of this level to the Central 
  Chamber and thence to the Underground Level 4 beneath.  
  Although those five chambers to which these corridors 
  connect are viewed to be relaxing destinations, these 
  corridors are not quite as safe as the remainder of the public 
  areas of the level, and so are typically hurried through.
  Any NPCs encountered here will be unwilling to stop and 
  chat for very long,; if they are of favorable mind toward the 
  PCs, they will offer that the party may accompany them to 
  one of the main chambers where they might continue their 
  conversation in safety.
  Ill Repair
  Unless otherwise noted, any square touched by one or more 
  rocks counts as Difficult Terrain.
  Rockslides
  Some sections may refer to the chance of a Rockslide.  Roll 
  for this chance each time one or more of the PCs traverses 
  the area; add 5% to the chance of an occurrence for each PC 
  beyond 2 that walks along the region at the same time.
    If a rockslide is triggered, each PC in the area must make 
  a 
    Reflex / Dexterity check at DC 18.  Success means 
  they safely escape the rockfall; failure means they suffer 
    2d4-1 points of bludgeoning damage from the rocks.
  Only roll for a rockslide once each time the PCs navigate the 
  area; once they have either triggered, or not triggered, a 
  rockslide, do not roll again for the chance unless they come 
  back into this map region again after having visited other 
  regions.
  Random Encounters
  Every 5 minutes of exploration in one of these Corridors, 
  roll on 
    “Table 21: Secret Cavern Default Random 
  Encounters” on page 275.
  Unlike with several other regions in the Enclave, treat any 
  results of “no encounter” or “NPC encounter” as temporary 
  only: that is, roll again after another 5 minutes.  
  At no time are these Corridors safe for a full or sustained 
  rest.
  Default Doors
  Unless otherwise indicated, all doors are of the following 
  profile:
  Access
  Default 
  Door
    Locks: Door, Stronghold; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B3-NWC-N-1: Northwest Entrance
  This leads to “Map 118: Northwest Elevator Chamber (DE-
  B3-NW-EC)” on page 384.
  DE-B3-NWC-N-2: North Hall
    Most of the sconces in this region bear no torch, having 
  lost fuel long ago and not having been replaced.
  DE-B3-NWC-N-3: Northwest Hall
    Small rocks litter the floor here in places.
  There is a 
    15% chance of a 
    Rockslide here.
  DE-B3-NWC-N-4: Southwest Hall
  This leads to the hallway described on page 392.
  
  392
  Underground 3
  Map 122: Northwest Corridor, Center (DE-B3-NWC-C)
  One square equals 5 ft.
  
  393
  Underground 3
  DE-B3-NWC-C: Northwest Corridor Center
  Overview
  These halls were crafted eons ago with great care and skill.  
  The years have bee unkind to some portions, however, and 
  it’s unclear as to whether the skill and will yet exist to effect 
  proper repairs.
  Theme & Purpose
  These corridors serve to connect the four Elevator 
  Chambers in the diagonal corners of this level to the Central 
  Chamber and thence to the Underground Level 4 beneath.  
  Although those five chambers to which these corridors 
  connect are viewed to be relaxing destinations, these 
  corridors are not quite as safe as the remainder of the public 
  areas of the level, and so are typically hurried through.
  Any NPCs encountered here will be unwilling to stop and 
  chat for very long,; if they are of favorable mind toward the 
  PCs, they will offer that the party may accompany them to 
  one of the main chambers where they might continue their 
  conversation in safety.
  Ill Repair
  Unless otherwise noted, any square touched by one or more 
  rocks counts as Difficult Terrain.
  Rockslides
  Some sections may refer to the chance of a Rockslide.  Roll 
  for this chance each time one or more of the PCs traverses 
  the area; add 5% to the chance of an occurrence for each PC 
  beyond 2 that walks along the region at the same time.
    If a rockslide is triggered, each PC in the area must make 
  a 
    Reflex / Dexterity check at DC 18.  Success means 
  they safely escape the rockfall; failure means they suffer 
    2d4-1 points of bludgeoning damage from the rocks.
  Only roll for a rockslide once each time the PCs navigate the 
  area; once they have either triggered, or not triggered, a 
  rockslide, do not roll again for the chance unless they come 
  back into this map region again after having visited other 
  regions.
  A “False-Alarm Rockslide” may also occur.  Roll under the 
  same guidelines as a genuine Rockslide above, but if an 
  event is triggered, it merely makes noise and shifts a few 
  small stones.  No damage occurs and no true risk happens, 
  but it can still be quite unsettling!
  Random Encounters
  Every 5 minutes of exploration in one of these Corridors, 
  roll on 
    “Table 21: Secret Cavern Default Random 
  Encounters” on page 275.
  Unlike with several other regions in the Enclave, treat any 
  results of “no encounter” or “NPC encounter” as temporary 
  only: that is, roll again after another 5 minutes.  
  At no time are these Corridors safe for a full or sustained 
  rest.
  Default Doors
  Unless otherwise indicated, all doors are of the following 
  profile:
  Access
  Default 
  Door
    Locks: Door, Stronghold; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B3-NWC-C-1: West Hall
  There is a 
    15% chance of a false-alarm 
    Rockslide 
  here.
  DE-B3-NWC-C-2: Southwest Hall
  There is a 
    10% chance of a 
    Rockslide here.
  DE-B3-NWC-C-3: South Hall
  There is a 
    20% chance of a 
    Rockslide here.
  
  394
  Underground 3
  Map 123: Northwest Corridor, South (DE-B3-NWC-S)
  One square equals 5 ft.
  
  395
  Underground 3
  DE-B3-NWC-S: Northwest Corridor South
  Overview
  These halls were crafted eons ago with great care and skill.  
  The years have bee unkind to some portions, however, and 
  it’s unclear as to whether the skill and will yet exist to effect 
  proper repairs.
  Theme & Purpose
  These corridors serve to connect the four Elevator 
  Chambers in the diagonal corners of this level to the Central 
  Chamber and thence to the Underground Level 4 beneath.  
  Although those five chambers to which these corridors 
  connect are viewed to be relaxing destinations, these 
  corridors are not quite as safe as the remainder of the public 
  areas of the level, and so are typically hurried through.
  Any NPCs encountered here will be unwilling to stop and 
  chat for very long,; if they are of favorable mind toward the 
  PCs, they will offer that the party may accompany them to 
  one of the main chambers where they might continue their 
  conversation in safety.
  Ill Repair
  Unless otherwise noted, any square touched by one or more 
  rocks counts as Difficult Terrain.
  Rockslides
  Some sections may refer to the chance of a Rockslide.  Roll 
  for this chance each time one or more of the PCs traverses 
  the area; add 5% to the chance of an occurrence for each PC 
  beyond 2 that walks along the region at the same time.
    If a rockslide is triggered, each PC in the area must make 
  a 
    Reflex / Dexterity check at DC 18.  Success means 
  they safely escape the rockfall; failure means they suffer 
    2d4-1 points of bludgeoning damage from the rocks.
  Only roll for a rockslide once each time the PCs navigate the 
  area; once they have either triggered, or not triggered, a 
  rockslide, do not roll again for the chance unless they come 
  back into this map region again after having visited other 
  regions.
  A “False-Alarm Rockslide” may also occur.  Roll under the 
  same guidelines as a genuine Rockslide above, but if an 
  event is triggered, it merely makes noise and shifts a few 
  small stones.  No damage occurs and no true risk happens, 
  but it can still be quite unsettling!
  Random Encounters
  Every 5 minutes of exploration in one of these Corridors, 
  roll on 
    “Table 21: Secret Cavern Default Random 
  Encounters” on page 275.
  Unlike with several other regions in the Enclave, treat any 
  results of “no encounter” or “NPC encounter” as temporary 
  only: that is, roll again after another 5 minutes.  
  At no time are these Corridors safe for a full or sustained 
  rest.
  Default Doors
  Unless otherwise indicated, all doors are of the following 
  profile:
  Access
  Default 
  Door
    Locks: Door, Stronghold; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B3-NWC-S-1: West Hall
  There is a 
    25% chance of a 
    Rockslide here.
  DE-B3-NWC-S-2: Center Hall
    A dead merchant lies here.  His skull is smashed in from 
  boulders nearby, but blood litters the floor, and it seems 
  as though he has suffered stab wounds as well.
  There is a 
    20% chance of a 
    Rockslide here; this 
  elevates to 
    40% if the PCs loot the corpse.
  Access
  Contents
  Dead 
  Merchant
  (unprotected)
  Armor: Light and
  Gems: Low
  DE-B3-NWC-S-3: East Hall
  There is a 
    10% chance of a false-alarm 
    Rockslide 
  here.
  DE-B3-NWC-S-4: Underground River
  This river flows deeply underneath the corridor.  The walls 
  of the hallway prevent any seepage, so it is quite possible for 
  the PCs to never know there is an underground river here 
  unless they are already aware of it from discovering one of 
  the other secret caverns to the north or south.
  
  396
  Underground 3
  Map 124: Northeast Overview (DE-B3-NE-O)
  One square equals 5 ft.
  
  397
  Underground 3
  DE-B3-NE-O: Northeast Overview
  Areas of Interest
  DE-B3-BE-O-1: Northeast Elevator 
  Chamber
  Turn to page 398 for further details.
  DE-B3-BE-O-2: Northern Secret Bridge
  Please turn to page 410 for details.
  DE-B3-BE-O-3: Northeast Secret Bridge
  Please refer to page 400 for more information.
  DE-B3-BE-O-4: Northeast Underground 
  River
  The cool water here moves swiftly here to the south.  It 
  averages 7’ deep, and tastes stale but refreshing.
  DE-B3-BE-O-5: Northeast Corridor 
  North
  Please refer to page 404 for further details.
  DE-B3-BE-O-6: Northeast Corridor 
  Northeast
  Page 404 contains additional information.
  DE-B3-BE-O-7: Northeast Corridor East
  Please turn to page 406 for a complete description.
  DE-B3-BE-O-8: Northeast Corridor 
  Southeast
  This area is described starting on page 406.
  DE-B3-BE-O-9: Northeast Corridor 
  Southwest
  Please refer to page 408 for a full description.
  DE-B3-BE-O-10: Central Chamber
  More details can be found starting on page 442.
  DE-B3-BE-O-11: North Underground 
  River
  The massive underground river flows from regions north.  
  From a point just north of Location 7, the water fills the 
  entire chamber.  
  For adventuring purposes of this book, this area should be 
  considered impassible.
  DE-B3-BE-O-12: Underground River 
  Split
  The current here flows to the east, and will take anything 
  floating in it to Location 4 at the rate of 10’ per round unless 
  the object or creature in question is otherwise restrained.
  
  398
  Underground 3
  Map 125: Northeast Elevator Chamber (DE-B3-NE-EC)
  One square equals 5 ft.
  
  399
  Underground 3
  DE-B3-NE-EC: Northeast Elevator Chamber
  Overview
  This is one of four large chambers in the diagonal corners of 
  Underground Level 3.  
  Theme & Purpose
  This chamber serves three purposes: First, it contains the 
  elevator that leads up to Underground Level 2.  Second, 
  it acts as a checkpoint and an opportunity for guards to 
  intercept those who have no true business in the lower 
  levels of the Enclave.  Thirdly, its structure is not merely 
  for function, but for form; it was made to be a lovely place 
  to take a walk, to have a romantic stroll, or to conduct 
  a busienss conversation.  Indeed, the lower levels of the 
  Enclave have become tourist destinations of sorts.
  Guarded Chamber
  Much of the time (
    35% chance), 
    1d4 Enclave Guard 
  (p 659) and 
    1d4-2 (minimum 0) Enclave Elite Guard 
  (p 656) will be present here.  For each, randomize their 
  location amongst Locations 4, 5, 7, and 8. 
  Guardposts
  There are four guardposts in this chamber.  Unless otherwise 
  noted, each contains similar equipment, as follows:
  Access
  Contents
  Weapons 
  Table
  (unprotected)
  Weapons: Martial 2H and 
  Weapons: Martial Ranged 
  and Weapons: Martial 1H
  Default Doors
  Unless noted otherwise, all doors are of the following profile.
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Default Secrets
  Unless otherwise indicated, all secret doors may be closed 
  behind the PCs after they pass through them, and are of the 
  following profile.  
  Access
  Default Secret 
  Door
    Locks: Door, Secret; Perception only 
  (no locks)
  Areas of Interest
  DE-B3-NE-EC-1: Elevator Up
  This leads back up to “Map 98: Northeast Quarter Overview 
  (DE-B2-NEQ-O)” on page 339.
  DE-B3-NE-EC-2: Elevator Antechamber
    Potted plants and beautiful trees raise loftily above the 
  smooth white marble floor.  To the east and west are 
  stone sacrophogi elaborately engraved as statuaries.
  The powdered remains inside are those of two of the 
  Enclave’s founders.  
  Access
  Contents
  Sacrophagus 
  (2x)
    Strength 
  DC 20
  Potions: Moderate, using 
  Context C
  DE-B3-NE-EC-3: Foyer
    Perception checks to discover the secret door suffer a -2 
  circumstance penalty.
  DE-B3-NW-EC-4: Guardpost Southwest
  See “Guardposts”, above, for contents.
  DE-B3-NW-EC-5: Guardpost Southeast
  See “Guardposts”, above, for contents.
  DE-B3-NW-EC-6: NE Secret Bridge
  Page 400 commences additional information about this 
  region.
  DE-B3-NW-EC-7: Guardpost Northwest
  See “Guardposts”, above, for contents. 
  DE-B3-NW-EC-8: Guardpost Northeast
  See “Guardposts”, above, for contents.
  DE-B3-NW-EC-9: North Hallway
    Stealth checks here receive a -2 circumstance penalty.
  DE-B3-NW-EC-10: East Hallway
    Stealth checks here receive a +2 circumstance bonus.
  DE-B3-NW-EC-11: Hallway West
  Access
  Hallway West
    Locks: Door, Stronghold
  
  400
  Underground 3
  Map 126: Northeast Secret Bridge (DE-B3-NE-SB)
  One square equals 5 ft.
  
  401
  Underground 3
  DE-B3-NE-SB: Northeast Secret Bridge
  Overview
  This is one of several bridges built eons ago to traverse the 
  underground rivers found on this level.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 3, this chamber nevertheless 
  connects with other areas via earthen holes and burrows, 
  and of course via the river itself.
  As a result, there is some lingering danger of monsters here.
  Random Encounters
  Every 5 minutes of exploration here, roll on 
    “Table 21: 
  Secret Cavern Default Random Encounters” on page 275.
  Any results of “no encounter” or “NPC encounter” 
  indicate that, at least for one night’s worth of rest, this 
  region is momentarily safe for refuge, and may be used to 
  sleep, recover spells, etc.  I.e., do not reroll on the random 
  encounters table until a full night’s rest, in this scenario.
  Default Secret Doors
  Unless otherwise indicated, all secret doors are of the 
  following profile:
  Access
  Default 
  Secret Door
    Locks: Door, Secret; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B3-NE-SB-1: Northeast Elevator 
  Chamber
  This leads to “Map 125: Northeast Elevator Chamber (DE-B3-
  NE-EC)” on page 398.
  DE-B3-NE-SB-2: North Bank
  All squares with a boulder inside them count as Difficult 
  Terrain.  
  If approaching from this direction, any monsters summoned 
  via the Random Encounter tables will appear as coming from 
  the South Bank (Location 4).
  DE-B3-NE-SB-3: Bridge
  This bridge is sturdy, but not unbreakable: if 3 or more PCs, 
  or 1 or more PCs and  one or more monsters, are atop it at 
  any point, it crumbles, dumping any creatures on the bridge 
  into the river.
  DE-B3-NE-SB-4: South Bank
  All squares with a boulder inside them count as Difficult 
  Terrain.  
  If approaching from this direction, any monsters summoned 
  via the Random Encounter tables will appear as coming from 
  the North Bank (Location 2).
  DE-B3-NE-SB-5: Central Chamber
  This leads to “Map 147: Central Chamber (DE-B3-CC)” on 
  page 442.
  DE-B3-NE-SB-6: Underground River
  From here, the river has a rapid current that takes people 
  southeast at a rate of 10’ per round if they are not restrained 
  or cannot grab hold of something.  This movement begins 
  the round after someone gets dunked in the water, or 
  immediately if they enter the water voluntarily.
  
  402
  Underground 3
  Map 127: Northeast Corridor Overivew (DE-B3-NEC-O)
  One square equals 5 ft.
  
  403
  Underground 3
  DE-B3-NEC-O: Northeast Corridor Overview
  Areas of Interest
  DE-B3-NEC-O-1: NE Corridor North
  Please turn to page 404 for more details.
  DE-B3-NEC-O-2: NE Corridor Center
  Page 406 contains more details.
  DE-B3-NEC-O-3: NE Corridor South
  Please refer to page 408 for complete information.
  DE-B3-NEC-O-4: Underground River 
  Northeast
  This small lake averages 7’ in depth, and flows swiftly to 
  the south at the rate of 10’ per round for those creatures not 
  restrained in some manner.
  
  404
  Underground 3
  Map 128: Northeast Corridor, North (DE-B3-NEC-N)
  One square equals 5 ft.
  
  405
  Underground 3
  DE-B3-NEC-N: Northeast Corridor North
  Overview
  These halls were crafted eons ago with great care and skill.  
  The years have bee unkind to some portions, however, and 
  it’s unclear as to whether the skill and will yet exist to effect 
  proper repairs.
  Theme & Purpose
  These corridors serve to connect the four Elevator 
  Chambers in the diagonal corners of this level to the Central 
  Chamber and thence to the Underground Level 4 beneath.  
  Although those five chambers to which these corridors 
  connect are viewed to be relaxing destinations, these 
  corridors are not quite as safe as the remainder of the public 
  areas of the level, and so are typically hurried through.
  Any NPCs encountered here will be unwilling to stop and 
  chat for very long,; if they are of favorable mind toward the 
  PCs, they will offer that the party may accompany them to 
  one of the main chambers where they might continue their 
  conversation in safety.
  Ill Repair
  Unless otherwise noted, any square touched by one or more 
  rocks counts as Difficult Terrain.
  Rockslides
  Some sections may refer to the chance of a Rockslide.  Roll 
  for this chance each time one or more of the PCs traverses 
  the area; add 5% to the chance of an occurrence for each PC 
  beyond 2 that walks along the region at the same time.
    If a rockslide is triggered, each PC in the area must make 
  a 
    Reflex / Dexterity check at DC 18.  Success means 
  they safely escape the rockfall; failure means they suffer 
    2d4-1 points of bludgeoning damage from the rocks.
  Only roll for a rockslide once each time the PCs navigate the 
  area; once they have either triggered, or not triggered, a 
  rockslide, do not roll again for the chance unless they come 
  back into this map region again after having visited other 
  regions.
  A “False-Alarm Rockslide” may also occur.  Roll under the 
  same guidelines as a genuine Rockslide above, but if an 
  event is triggered, it merely makes noise and shifts a few 
  small stones.  No damage occurs and no true risk happens, 
  but it can still be quite unsettling!
  Random Encounters
  Every 5 minutes of exploration in one of these Corridors, 
  roll on 
    “Table 21: Secret Cavern Default Random 
  Encounters” on page 275.
  Unlike with several other regions in the Enclave, treat any 
  results of “no encounter” or “NPC encounter” as temporary 
  only: that is, roll again after another 5 minutes.  
  At no time are these Corridors safe for a full or sustained 
  rest.
  Default Doors
  Unless otherwise indicated, all doors are of the following 
  profile:
  Access
  Default 
  Door
    Locks: Door, Stronghold; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B3-NEC-N-1: Northeast Elevator 
  Chamber
  This leads to “Map 125: Northeast Elevator Chamber (DE-B3-
  NE-EC)” on page 398.
  DE-B3-NEC-N-2: Northwest Hall
  There is a 
    10% chance of a 
    Rockslide here.
  DE-B3-NEC-N-4: East Hall
  There is a 
    10% chance of a 
    Rockslide here.
  
  406
  Underground 3
  Map 129: Northeast Corridor, Center (DE-B3-NEC-C)
  One square equals 5 ft.
  
  407
  Underground 3
  DE-B3-NEC-C: Northeast Corridor Center
  Overview
  These halls were crafted eons ago with great care and skill.  
  The years have bee unkind to some portions, however, and 
  it’s unclear as to whether the skill and will yet exist to effect 
  proper repairs.
  Theme & Purpose
  These corridors serve to connect the four Elevator 
  Chambers in the diagonal corners of this level to the Central 
  Chamber and thence to the Underground Level 4 beneath.  
  Although those five chambers to which these corridors 
  connect are viewed to be relaxing destinations, these 
  corridors are not quite as safe as the remainder of the public 
  areas of the level, and so are typically hurried through.
  Any NPCs encountered here will be unwilling to stop and 
  chat for very long,; if they are of favorable mind toward the 
  PCs, they will offer that the party may accompany them to 
  one of the main chambers where they might continue their 
  conversation in safety.
  Ill Repair
  Unless otherwise noted, any square touched by one or more 
  rocks counts as Difficult Terrain.
  Rockslides
  Some sections may refer to the chance of a Rockslide.  Roll 
  for this chance each time one or more of the PCs traverses 
  the area; add 5% to the chance of an occurrence for each PC 
  beyond 2 that walks along the region at the same time.
    If a rockslide is triggered, each PC in the area must make 
  a 
    Reflex / Dexterity check at DC 18.  Success means 
  they safely escape the rockfall; failure means they suffer 
    2d4-1 points of bludgeoning damage from the rocks.
  Only roll for a rockslide once each time the PCs navigate the 
  area; once they have either triggered, or not triggered, a 
  rockslide, do not roll again for the chance unless they come 
  back into this map region again after having visited other 
  regions.
  A “False-Alarm Rockslide” may also occur.  Roll under the 
  same guidelines as a genuine Rockslide above, but if an 
  event is triggered, it merely makes noise and shifts a few 
  small stones.  No damage occurs and no true risk happens, 
  but it can still be quite unsettling!
  Random Encounters
  Every 5 minutes of exploration in one of these Corridors, 
  roll on 
    “Table 21: Secret Cavern Default Random 
  Encounters” on page 275.
  Unlike with several other regions in the Enclave, treat any 
  results of “no encounter” or “NPC encounter” as temporary 
  only: that is, roll again after another 5 minutes.  
  At no time are these Corridors safe for a full or sustained 
  rest.
  Default Doors
  Unless otherwise indicated, all doors are of the following 
  profile:
  Access
  Default 
  Door
    Locks: Door, Stronghold; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B3-NEC-C-1: Northeast Hall
  There is only a 
    15% chance of a false-alarm 
    
  Rockslide here.
  DE-B3-NEC-C-2: South Hall
  There is zero change of anything untoward occuring in this 
  brightly-lit hallway, which seems one of the freshest and 
  most well-maintained in this level.
  
  408
  Underground 3
  Map 130: Northeast Corridor, South (DE-B3-NEC-S)
  One square equals 5 ft.
  
  409
  Underground 3
  DE-B3-NEC-S: Northeast Corridor South
  Overview
  These halls were crafted eons ago with great care and skill.  
  The years have bee unkind to some portions, however, and 
  it’s unclear as to whether the skill and will yet exist to effect 
  proper repairs.
  Theme & Purpose
  These corridors serve to connect the four Elevator 
  Chambers in the diagonal corners of this level to the Central 
  Chamber and thence to the Underground Level 4 beneath.  
  Although those five chambers to which these corridors 
  connect are viewed to be relaxing destinations, these 
  corridors are not quite as safe as the remainder of the public 
  areas of the level, and so are typically hurried through.
  Any NPCs encountered here will be unwilling to stop and 
  chat for very long,; if they are of favorable mind toward the 
  PCs, they will offer that the party may accompany them to 
  one of the main chambers where they might continue their 
  conversation in safety.
  Ill Repair
  Unless otherwise noted, any square touched by one or more 
  rocks counts as Difficult Terrain.
  Rockslides
  Some sections may refer to the chance of a Rockslide.  Roll 
  for this chance each time one or more of the PCs traverses 
  the area; add 5% to the chance of an occurrence for each PC 
  beyond 2 that walks along the region at the same time.
    If a rockslide is triggered, each PC in the area must make 
  a 
    Reflex / Dexterity check at DC 18.  Success means 
  they safely escape the rockfall; failure means they suffer 
    2d4-1 points of bludgeoning damage from the rocks.
  Only roll for a rockslide once each time the PCs navigate the 
  area; once they have either triggered, or not triggered, a 
  rockslide, do not roll again for the chance unless they come 
  back into this map region again after having visited other 
  regions.
  A “False-Alarm Rockslide” may also occur.  Roll under the 
  same guidelines as a genuine Rockslide above, but if an 
  event is triggered, it merely makes noise and shifts a few 
  small stones.  No damage occurs and no true risk happens, 
  but it can still be quite unsettling!
  Random Encounters
  Every 5 minutes of exploration in one of these Corridors, 
  roll on 
    “Table 21: Secret Cavern Default Random 
  Encounters” on page 275.
  Unlike with several other regions in the Enclave, treat any 
  results of “no encounter” or “NPC encounter” as temporary 
  only: that is, roll again after another 5 minutes.  
  At no time are these Corridors safe for a full or sustained 
  rest.
  Default Doors
  Unless otherwise indicated, all doors are of the following 
  profile:
  Access
  Default 
  Door
    Locks: Door, Stronghold; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B3-NEC-S-1: South Hall
  There is a 
    15% chance of a false-alarm 
    Rockslide 
  here.
  DE-B3-NEC-S-2: Northeast Elevator 
  Chamber
  This leads to “Map 125: Northeast Elevator Chamber (DE-B3-
  NE-EC)” on page 398.
  
  410
  Underground 3
  Map 131: Northern Secret Bridge (DE-B3-N-SB)
  One square equals 5 ft.
  
  411
  Underground 3
  DE-B3-N-SB: Northern Secret Bridge
  Overview
  This is one of several bridges built eons ago to traverse the 
  underground rivers found on this level.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 3, this chamber nevertheless 
  connects with other areas via earthen holes and burrows, 
  and of course via the river itself.
  As a result, there is some lingering danger of monsters here.
  Random Encounters
  Every 5 minutes of exploration here, roll on 
    “Table 21: 
  Secret Cavern Default Random Encounters” on page 275.
  Any results of “no encounter” or “NPC encounter” 
  indicate that, at least for one night’s worth of rest, this 
  region is momentarily safe for refuge, and may be used to 
  sleep, recover spells, etc.  I.e., do not reroll on the random 
  encounters table until a full night’s rest, in this scenario.
  Default Secret Doors
  Unless otherwise indicated, all secret doors are of the 
  following profile:
  Access
  Default 
  Secret Door
    Locks: Door, Secret; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B3-N-SB-1: Northwest Elevator 
  Chamber
  This leads to “Map 118: Northwest Elevator Chamber (DE-
  B3-NW-EC)” on page 384.
  DE-B3-N-SB-2: West Bank
  All squares with a boulder inside them count as Difficult 
  Terrain.  
  If approaching from this direction, any monsters summoned 
  via the Random Encounter tables will appear as coming from 
  the East Bank (Location 5).
  DE-B3-N-SB-3: Bridge
  This bridge is sturdy, but not unbreakable: if 4 or more PCs, 
  or 2 or more PCs and  one or more monsters, are atop it at 
  any point, it crumbles, dumping any creatures on the bridge 
  into the river.
  From here, the river has a rapid current that takes people 
  southeast at a rate of 10’ per round if they are not restrained 
  or cannot grab hold of something.  This movement begins 
  the round after someone gets dunked in the water, or 
  immediately if they enter the water voluntarily.
  DE-B3-N-SB-4: East Bank
  All squares with a boulder inside them count as Difficult 
  Terrain.  
  If approaching from this direction, any monsters summoned 
  via the Random Encounter tables will appear as coming from 
  the West Bank (Location 2).
  DE-B3-N-SB-5: Northeast Elevator 
  Chamber
  This leads to “Map 125: Northeast Elevator Chamber (DE-B3-
  NE-EC)” on page 398.
  
  412
  Underground 3
  Map 132: Southeast Overview (DE-B3-SE-O)
  One square equals 5 ft.
  
  413
  Underground 3
  DE-B3-SE-O: Southeast Overview
  Areas of Interest
  DE-B3-SE-O-1: Southeast Elevator 
  Chamber
  This region is described starting on page 414.
  DE-B3-SE-O-2: Southeast Secret Caves
  Please refer to page 416 for full details.
  DE-B3-SE-O-3: Southeast Corridor South
  Please turn to page 424 for further details.
  DE-B3-SE-O-4: Southeast Corridor 
  Southeast
  Page 424 commences a more detailed description.
  DE-B3-SE-O-5: Southeast Corridor East
  Refer to page 422 for further information.
  DE-B3-SE-O-6: Southeast Corridor 
  Northeast
  Page 422 contains additional information.
  DE-B3-SE-O-7: Southeast Corridor North
  Please turn to page 420 for a complete description.
  DE-B3-SE-O-8: Central Chamber
  More details can be found starting on page 442.
  DE-B3-SE-O-9: Southeast Underground 
  River
  This narrow channel of water races past at a rate of 20’ 
  per round unless the object or creature in question stops 
  themselves.  In this region, the river has an average depth 
  of 6’, so it might be possible to brace against the ground 
  underneath.
  DE-B3-SE-O-10: South Underground 
  River
  The underground river flows south from here.  For the 
  purposes of exploring the Druid Enclave, south of here 
  should be considered an impassible zone for the PCs.
  
  414
  Underground 3
  Map 133: Southeast Elevator Chamber (DE-B3-SE-EC)
  One square equals 5 ft.
  
  415
  Underground 3
  DE-B3-SE-EC: Southeast Elevator Chamber
  Overview
  This is one of four large chambers in the diagonal corners of 
  Underground Level 3.  
  Theme & Purpose
  This chamber serves three purposes: First, it contains the 
  elevator that leads up to Underground Level 2.  Second, 
  it acts as a checkpoint and an opportunity for guards to 
  intercept those who have no true business in the lower 
  levels of the Enclave.  Thirdly, its structure is not merely 
  for function, but for form; it was made to be a lovely place 
  to take a walk, to have a romantic stroll, or to conduct 
  a busienss conversation.  Indeed, the lower levels of the 
  Enclave have become tourist destinations of sorts.
  Guarded Chamber
  Much of the time (
    60% chance), 
    1d4+2 Enclave 
  Guard (p 659) and 
    1d4 Enclave Elite Guard (p 656) 
  will be present here.  For each, randomize their location 
  amongst Locations 4, 5, 7, and 8. 
  Guardposts
  There are four guardposts in this chamber.  Unless otherwise 
  noted, each contains similar equipment, as follows:
  Access
  Contents
  Weapons 
  Table
  (unprotected)
  Weapons: Martial 2H and 
  Weapons: Martial Ranged 
  and Weapons: Martial 1H
  Default Doors
  Unless noted otherwise, all doors are of the following profile.
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Default Secrets
  Unless otherwise indicated, all secret doors may be closed 
  behind the PCs after they pass through them, and are of the 
  following profile.  
  Access
  Default Secret 
  Door
    Locks: Door, Secret; Perception only 
  (no locks)
  Areas of Interest
  DE-B3-SE-EC-1: Elevator Up
  This leads back up to “Map 101: Southeast Quarter Overview 
  (DE-B2-SEQ-O)” on page 345.
  DE-B3-SE-EC-2: Elevator Antechamber
    Potted plants and beautiful trees raise loftily above the 
  smooth white marble floor.  To the east and west are 
  stone sacrophogi elaborately engraved as statuaries.
  The powdered remains inside are those of two of the 
  Enclave’s founders.  
  Access
  Contents
  Sacrophagus 
  (2x)
    Strength 
  DC 22
  Weapons: Martial 1H, 
  using Context C
  DE-B3-SE-EC-3: Foyer
  Any NPCs indicated as being present will be located here.
  DE-B3-SE-EC-4: Guardpost Northwest
  See “Guardposts”, above, for contents.
  DE-B3-SE-EC-5: Guardpost Northeast
  See “Guardposts”, above, for contents.  
  DE-B3-SE-EC-6: SE Secret Caves
  Page 416 commences additional information about this 
  region.
  DE-B3-SE-EC-7: Guardpost Southwest
  See “Guardposts”, above, for contents. 
  DE-B3-SE-EC-8: Guardpost Southeast
  See “Guardposts”, above, for contents.
  DE-B3-NW-EC-9: South Hallway
    Stealth checks here receive a -2 circumstance penalty.
  DE-B3-NW-EC-10: East Hallway
  Access
  Hallway West
    Locks: Door, Stronghold
  DE-B3-NW-EC-11: Hallway West
    Stealth checks here receive a +2 circumstance bonus.
  
  416
  Underground 3
  Map 134: Southeast Secret Caves (DE-B3-SE-SC)
  One square equals 5 ft.
  
  417
  Underground 3
  DE-B3-SE-SC: Southeast Secret Caves
  Overview
  This complex of caverns was discovered by members of the 
  criminal underworld The Moss, who guard the secret very 
  closely.  
  To date, only a very select few outside that organization are 
  familiar witht he complex of tunnels in this level.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 3, this chamber nevertheless 
  connects with other areas via earthen holes and burrows, 
  and of course via the river itself.
  As a result, there is some lingering danger of monsters here.
  The Moss use these caverns as a means of escape, quick 
  navigation, clandestine meeting, and, more morbidly, to 
  dispose of bodies at Location 3.
  Random Encounters
  Every 5 minutes of exploration here, roll on 
    “Table 21: 
  Secret Cavern Default Random Encounters” on page 275.
  Any results of “no encounter” or “NPC encounter” indicate 
  that the region is temporarily safe.  Reroll after the next time 
  increment.  
  At no time is this zone safe for a sustained rest.
  Default Secret Doors
  Unless noted otherwise, all secret doors may be closed 
  behind the PCs after they pass through them, and are of the 
  following profile:
  Access
  Default 
  Secret Door
    Locks: Door, Secret; Perception only 
  (no lock)
  Areas of Interest
  DE-B3-SE-SC-1: Underground River 
  North
  The river averages 7’ deep at this point, and flows 15’ per 
  round to the southwest.
  DE-B3-SE-SC-2: Underground River 
  Center
  The river slows down and is deeper here: 10’ per round and 
  8’ deep.
  DE-B3-SE-SC-3: Underground River 
  Southwest
  The Moss uses this location to dispose of bodies in a hidden 
  manner.  The river here is perfect for the purpose, as its 
  depth (10’, on average) and its speed (5’ per round, to the 
  south) take anything dropped into it away forever.
  DE-B3-SE-SC-5: Southwest Elevator 
  Chamber Secret
    The air here is cool and damp, and a breeze floats 
  through from the northwest.
  DE-B3-SE-SC-6: Cavern Southeast
    In the northeast corner of the cave, a few supplies and 
  debris are nestled.
  Access
  Contents
  Debris
  (unprotected)
  Weapons: Light
  Cask
  Container: Crate or 
  Barrel, using Context 
  D
  Alcohol: General, using 
  Context D, size Medium
    If the PCs enter this area having not fought any monsters 
  in these caverns as of yet, roll on 
    “Table 21: Secret 
  Cavern Default Random Encounters” on page 275 
  when they traverse the number 6.  Place any monsters 
  that result as approaching from Location 11 to the 
  southwest.
  DE-B3-SE-SC-7: Bridge
    Rickety and creaky, it seems that this bridge may not 
  support a great deal of weight.
  Up to 1 Medium-sized creature, or two Small-sized creatures, 
  may safely traverse this bridge at a time.  Any more than 
  that, and the bridge collapses; any creatures on the bridge 
  when this occurs are dumped into the river.
  DE-B3-SE-SC-8: Cavern North
    The spiderweb just to the west of the number 8 requires 
  2 rounds of attacking to remove, after which it is still 
  considered Difficult Terrain.
  DE-B3-SE-SC-9: Central Chamber Secret
  This door swings closed on its own hinges after it is opened.
  DE-B3-SE-SC-10: Caverns Northwest
    Cobwebs here require 11 points of damage to destroy 
  before the passage may be traversed (assume automatic 
  hits).  Consider the webs immune to piercing damage.
  DE-B3-SE-SC-11: Caverns Southwest
  This is a common spot for the Moss to dump bodies.
  
  418
  Underground 3
  Map 135: Southeast Corridor Overview (DE-B3-SEC-O)
  One square equals 5 ft.
  
  419
  Underground 3
  DE-B3-SEC-O: Southeast Corridor Overview
  Areas of Interest
  DE-B3-SEC-O-1: SE Corridor North
  Please turn to page 420 for more details.
  DE-B3-SEC-O-2: SE Corridor Center
  Page 422 contains more details.
  DE-B3-SEC-O-3: SE Corridor South
  Please refer to page 424 for complete information.
  
  420
  Underground 3
  Map 136: Southeast Corridor North (DE-B3-SEC-N)
  One square equals 5 ft.
  
  421
  Underground 3
  DE-B3-SEC-N: Southeast Corridor North
  Overview
  These halls were crafted eons ago with great care and skill.  
  The years have bee unkind to some portions, however, and 
  it’s unclear as to whether the skill and will yet exist to effect 
  proper repairs.
  Theme & Purpose
  These corridors serve to connect the four Elevator 
  Chambers in the diagonal corners of this level to the Central 
  Chamber and thence to the Underground Level 4 beneath.  
  Although those five chambers to which these corridors 
  connect are viewed to be relaxing destinations, these 
  corridors are not quite as safe as the remainder of the public 
  areas of the level, and so are typically hurried through.
  Any NPCs encountered here will be unwilling to stop and 
  chat for very long,; if they are of favorable mind toward the 
  PCs, they will offer that the party may accompany them to 
  one of the main chambers where they might continue their 
  conversation in safety.
  Ill Repair
  Unless otherwise noted, any square touched by one or more 
  rocks counts as Difficult Terrain.
  Rockslides
  Some sections may refer to the chance of a Rockslide.  Roll 
  for this chance each time one or more of the PCs traverses 
  the area; add 5% to the chance of an occurrence for each PC 
  beyond 2 that walks along the region at the same time.
    If a rockslide is triggered, each PC in the area must make 
  a 
    Reflex / Dexterity check at DC 18.  Success means 
  they safely escape the rockfall; failure means they suffer 
    2d4-1 points of bludgeoning damage from the rocks.
  Only roll for a rockslide once each time the PCs navigate the 
  area; once they have either triggered, or not triggered, a 
  rockslide, do not roll again for the chance unless they come 
  back into this map region again after having visited other 
  regions.
  A “False-Alarm Rockslide” may also occur.  Roll under the 
  same guidelines as a genuine Rockslide above, but if an 
  event is triggered, it merely makes noise and shifts a few 
  small stones.  No damage occurs and no true risk happens, 
  but it can still be quite unsettling!
  Random Encounters
  Every 5 minutes of exploration in one of these Corridors, 
  roll on 
    “Table 21: Secret Cavern Default Random 
  Encounters” on page 275.
  Unlike with several other regions in the Enclave, treat any 
  results of “no encounter” or “NPC encounter” as temporary 
  only: that is, roll again after another 5 minutes.  
  At no time are these Corridors safe for a full or sustained 
  rest.
  Default Doors
  Unless otherwise indicated, all doors are of the following 
  profile:
  Access
  Default 
  Door
    Locks: Door, Stronghold; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B3-SEC-N-1: Northwest Hall
  There is a 
    10% chance of a 
    Rockslide here.
  DE-B3-SEC-N-2: Northeast Hall
    Boulders aplenty are piled here.  Some shift as you 
  approach, as though having recently fallen.
  There is a 
    60% chance of a 
    Rockslide here; if no 
  such event occurs, there is additionally an 
    80% chance 
  of a false-alarm 
    Rockslide.
  
  422
  Underground 3
  Map 137: Southeast Corridor Center (DE-B3-SEC-C)
  One square equals 5 ft.
  
  423
  Underground 3
  DE-B3-SEC-C: Southeast Corridor Center
  Overview
  These halls were crafted eons ago with great care and skill.  
  The years have bee unkind to some portions, however, and 
  it’s unclear as to whether the skill and will yet exist to effect 
  proper repairs.
  Theme & Purpose
  These corridors serve to connect the four Elevator 
  Chambers in the diagonal corners of this level to the Central 
  Chamber and thence to the Underground Level 4 beneath.  
  Although those five chambers to which these corridors 
  connect are viewed to be relaxing destinations, these 
  corridors are not quite as safe as the remainder of the public 
  areas of the level, and so are typically hurried through.
  Any NPCs encountered here will be unwilling to stop and 
  chat for very long,; if they are of favorable mind toward the 
  PCs, they will offer that the party may accompany them to 
  one of the main chambers where they might continue their 
  conversation in safety.
  Ill Repair
  Unless otherwise noted, any square touched by one or more 
  rocks counts as Difficult Terrain.
  Rockslides
  Some sections may refer to the chance of a Rockslide.  Roll 
  for this chance each time one or more of the PCs traverses 
  the area; add 5% to the chance of an occurrence for each PC 
  beyond 2 that walks along the region at the same time.
    If a rockslide is triggered, each PC in the area must make 
  a 
    Reflex / Dexterity check at DC 18.  Success means 
  they safely escape the rockfall; failure means they suffer 
    2d4-1 points of bludgeoning damage from the rocks.
  Only roll for a rockslide once each time the PCs navigate the 
  area; once they have either triggered, or not triggered, a 
  rockslide, do not roll again for the chance unless they come 
  back into this map region again after having visited other 
  regions.
  A “False-Alarm Rockslide” may also occur.  Roll under the 
  same guidelines as a genuine Rockslide above, but if an 
  event is triggered, it merely makes noise and shifts a few 
  small stones.  No damage occurs and no true risk happens, 
  but it can still be quite unsettling!
  Random Encounters
  Every 5 minutes of exploration in one of these Corridors, 
  roll on 
    “Table 21: Secret Cavern Default Random 
  Encounters” on page 275.
  Unlike with several other regions in the Enclave, treat any 
  results of “no encounter” or “NPC encounter” as temporary 
  only: that is, roll again after another 5 minutes.  
  At no time are these Corridors safe for a full or sustained 
  rest.
  Default Doors
  Unless otherwise indicated, all doors are of the following 
  profile:
  Access
  Default 
  Door
    Locks: Door, Stronghold; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B3-SEC-C-1: East Hall
  There is a 
    10% chance of a false-alarm 
    Rockslide 
  here.
  DE-B3-SEC-C-2: Southeast Hall
  There is a 
    5% chance of a 
    Rockslide here; if this 
  event does not occur, there is additionally a 
    40% chance 
  of false-alarm 
    Rockslide here.
  
  424
  Underground 3
  Map 138: Southeast Corridor South (DE-B3-SEC-S)
  One square equals 5 ft.
  
  425
  Underground 3
  DE-B3-SEC-S: Southeast Corridor South
  Overview
  These halls were crafted eons ago with great care and skill.  
  The years have bee unkind to some portions, however, and 
  it’s unclear as to whether the skill and will yet exist to effect 
  proper repairs.
  Theme & Purpose
  These corridors serve to connect the four Elevator 
  Chambers in the diagonal corners of this level to the Central 
  Chamber and thence to the Underground Level 4 beneath.  
  Although those five chambers to which these corridors 
  connect are viewed to be relaxing destinations, these 
  corridors are not quite as safe as the remainder of the public 
  areas of the level, and so are typically hurried through.
  Any NPCs encountered here will be unwilling to stop and 
  chat for very long,; if they are of favorable mind toward the 
  PCs, they will offer that the party may accompany them to 
  one of the main chambers where they might continue their 
  conversation in safety.
  Ill Repair
  Unless otherwise noted, any square touched by one or more 
  rocks counts as Difficult Terrain.
  Rockslides
  Some sections may refer to the chance of a Rockslide.  Roll 
  for this chance each time one or more of the PCs traverses 
  the area; add 5% to the chance of an occurrence for each PC 
  beyond 2 that walks along the region at the same time.
    If a rockslide is triggered, each PC in the area must make 
  a 
    Reflex / Dexterity check at DC 18.  Success means 
  they safely escape the rockfall; failure means they suffer 
    2d4-1 points of bludgeoning damage from the rocks.
  Only roll for a rockslide once each time the PCs navigate the 
  area; once they have either triggered, or not triggered, a 
  rockslide, do not roll again for the chance unless they come 
  back into this map region again after having visited other 
  regions.
  A “False-Alarm Rockslide” may also occur.  Roll under the 
  same guidelines as a genuine Rockslide above, but if an 
  event is triggered, it merely makes noise and shifts a few 
  small stones.  No damage occurs and no true risk happens, 
  but it can still be quite unsettling!
  Random Encounters
  Every 5 minutes of exploration in one of these Corridors, 
  roll on 
    “Table 21: Secret Cavern Default Random 
  Encounters” on page 275.
  Unlike with several other regions in the Enclave, treat any 
  results of “no encounter” or “NPC encounter” as temporary 
  only: that is, roll again after another 5 minutes.  
  At no time are these Corridors safe for a full or sustained 
  rest.
  Default Doors
  Unless otherwise indicated, all doors are of the following 
  profile:
  Access
  Default 
  Door
    Locks: Door, Stronghold; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B3-SEC-S-1: South Hall
  There is a 
    5% chance of a 
    Rockslide here.
  DE-B3-SEC-S-2: Southeast Elevator 
  Chamber
  This leads to “Map 133: Southeast Elevator Chamber (DE-B3-
  SE-EC)” on page 414.
  
  426
  Underground 3
  Map 139: Southwest Overview (DE-B3-SW-O)
  One square equals 5 ft.
  
  427
  Underground 3
  DE-B3-SW-O: Southwest Overview
  Areas of Interest
  DE-B3-SW-O-1: Southwest Elevator 
  Chamber
  Please turn to page 428 for a full description.
  DE-B3-SW-O-2: Southwest Secret Caves
  Full details commence on page 430.
  DE-B3-SW-O-3: Southwest Secret 
  Chamber
  Refer to page 430 for full details.
  DE-B3-SW-O-4: Southwest Corridor 
  South
  Please refer to page 440 for more information.
  DE-B3-SW-O-5: Southwest Corridor 
  Southwest
  Turn to page 440 for full details.
  DE-B3-SW-O-6: Southwest Corridor 
  West
  Page 438 contains a full description.
  DE-B3-SW-O-7: Southwest Corridor 
  Northwest
  Please turn to page 436 for more details.
  DE-B3-SW-O-8: Southwest Corridor 
  North
  Page 436 begins full details.
  DE-B3-SW-O-9: Central Chamber
  More details can be found starting on page 442.
  DE-B3-SW-O-10: Southwest 
  Underground River
  This river, though narrow, flows very slowly and the current 
  is easily fought.  The depth averages 5’.
  DE-B3-SW-O-11: South Underground 
  River
  The underground river flows south from here.  For the 
  purposes of exploring the Druid Enclave, south of here 
  should be considered an impassible zone for the PCs.
  
  428
  Underground 3
  Map 140: Southwest Elevator Chamber (DE-B3-SW-EC)
  One square equals 5 ft.
  
  429
  Underground 3
  DE-B3-SW-EC: Southwest Elevator Chamber
  Overview
  This is one of four large chambers in the diagonal corners of 
  Underground Level 3.  
  Theme & Purpose
  This chamber serves three purposes: First, it contains the 
  elevator that leads up to Underground Level 2.  Second, 
  it acts as a checkpoint and an opportunity for guards to 
  intercept those who have no true business in the lower 
  levels of the Enclave.  Thirdly, its structure is not merely 
  for function, but for form; it was made to be a lovely place 
  to take a walk, to have a romantic stroll, or to conduct 
  a busienss conversation.  Indeed, the lower levels of the 
  Enclave have become tourist destinations of sorts.
  Guarded Chamber
  Much of the time (
    55% chance), 
    1d4 Enclave Guard 
  (p 659) and 
    1d4 Enclave Elite Guard (p 656) will be 
  present here.  For each, randomize their location amongst 
  Locations 4, 5, 7, and 8. 
  Guardposts
  There are four guardposts in this chamber.  Unless otherwise 
  noted, each contains similar equipment, as follows:
  Access
  Contents
  Weapons 
  Table
  (unprotected)
  Weapons: Martial 2H and 
  Weapons: Martial Ranged 
  and Weapons: Martial 1H
  Default Doors
  Unless noted otherwise, all doors are of the following profile.
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed and 
  locked when encountered
  Default Secrets
  Unless otherwise indicated, all secret doors may be closed 
  behind the PCs after they pass through them, and are of the 
  following profile.  
  Access
  Default Secret 
  Door
    Locks: Door, Secret; Perception only 
  (no locks)
  Areas of Interest
  DE-B3-SW-EC-1: Elevator Up
  This leads back up to “Map 104: Southwest Quarter Overview 
  (DE-B2-SWQ-O)” on page 351.
  DE-B3-SW-EC-2: Elevator Antechamber
    Potted plants and beautiful trees raise loftily above the 
  smooth white marble floor.  To the east and west are 
  stone sacrophogi elaborately engraved as statuaries.
  The powdered remains inside are those of two of the 
  Enclave’s founders.  
  Access
  Contents
  Sacrophagus 
  (2x)
    Strength 
  DC 16
  Weapons: Light, using 
  Context C
  DE-B3-SE-EC-3: Foyer
  Any NPCs indicated as being present will be located here.
  DE-B3-SE-EC-4: Guardpost Northwest
  See “Guardposts”, above, for contents.
  DE-B3-SE-EC-5: Guardpost Northeast
  See “Guardposts”, above, for contents.  
  DE-B3-SE-EC-6: SW Secret Caves
  Page 430. commences additional information about this 
  region.
  DE-B3-SE-EC-7: Guardpost Southwest
  See “Guardposts”, above, for contents. 
  DE-B3-SE-EC-8: Guardpost Southeast
  See “Guardposts”, above, for contents.
  DE-B3-SE-EC-9: South Hallway
    Stealth checks here receive a -2 circumstance penalty.
  DE-B3-SE-EC-10: East Hallway
    Stealth checks here receive a +2 circumstance bonus.
  DE-B3-SE-EC-11: Hallway West
  Access
  Hallway West
    Locks: Door, Stronghold
  
  430
  Underground 3
  Map 141: Southwest Secret Caves (DE-B3-SW-SC)
  One square equals 5 ft.
  
  431
  Underground 3
  DE-B2-SW-SC: Southwest Secret Caves
  Overview
  This complex of caverns was discovered by members of the 
  criminal underworld The Moss, who guard the secret very 
  closely.  
  To date, only a very select few outside that organization are 
  familiar witht he complex of tunnels in this level.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 3, this chamber nevertheless 
  connects with other areas via earthen holes and burrows, 
  and of course via the river itself.
  As a result, there is some lingering danger of monsters here.
  The Moss use these caverns as a means of escape, quick 
  navigation, clandestine meeting, and, more morbidly, to 
  dispose of bodies at Location 3.
  Random Encounters
  Every 5 minutes of exploration here, roll on 
    “Table 21: 
  Secret Cavern Default Random Encounters” on page 275.
  Any results of “no encounter” or “NPC encounter” indicate 
  that the region is temporarily safe.  Reroll after the next time 
  increment.  
  At no time is this zone safe for a sustained rest.
  Default Secret Doors
  Unless noted otherwise, all secret doors may be closed 
  behind the PCs after they pass through them, and are of the 
  following profile:
  Access
  Default 
  Secret Door
    Locks: Door, Secret; Perception only 
  (no lock)
  Areas of Interest
  DE-B3-SW-SC-1: Southwest Elevator 
  Chamber Secret
  This door creaks horribly when it closes, alerting monsters: 
  make a Random Encounter check (see above) whenever this 
  door closes.
  DE-B3-SW-SC-2: South Bridge
    This bridge appears fairly sturdy.
  It is indeed sturdy: any quantity of PCs or other creatures 
  can tromp across it without breaking.
  DE-B3-SW-SC-3: Body-Dumping Cave
  This is where The Moss dumps bodies in the river.
  DE-B3-SW-SC-4: North Bridge
    While large, this bridge is encrusted with mold and small 
  holes that look like rot.
  Each time a creature passes over this bridge, check to see if 
  it collpases: 
    10% per Small creature on the bridge, plus 
    15% per Medium creature on the bridge.
  A collapsing bridge dunks any creature(s) on it into the river 
  immediately (water height 7’, flow rate 10’/round to the 
  south).
  DE-B3-SW-SC-5: Cavern Northwest
  This large area is likely to have member of The Moss present; 
  there is a 
    15% chance that 1d4 Thieves (p 727) will be 
  lurking, hiding in ambush.
  DE-B3-SW-SC-6: Southwest Secret 
  Chamber
  This leads to “Map 142: Southwest Secret Chamber (DE-B3-
  SW-SC)” on page 432.
  
  432
  Underground 3
  Map 142: Southwest Secret Chamber (DE-B3-SW-SC)
  One square equals 5 ft.
  
  433
  Underground 3
  DE-B3-SW-SC: Southwest Secret Chamber
  Overview
  This secret chamber was originally created eons ago as a 
  long-term supply cache, to be used in the event of a siege, 
  famine, or protracted conflict.
  Theme & Purpose
  Since the secret of its location was lost a few hundred years 
  ago, criminals of The Moss discovered it accidentally while 
  on the run from Enclave Security.  
  Since that point a few dozen years ago, this chamber has 
  served as a somewhat informal headquarters for organized 
  crime.
  Random Encounters
  When exiting this chamber, roll on  
    “Table 21: Secret 
  Cavern Default Random Encounters” on page 275.  Any 
  results of “no encounter” or “NPC encounter” indicate that 
  the region is temporarily safe.  Reroll after the next time 
  increment.  
  Although the interior of this structure is safe from monsters, 
  The Moss use it from time to time for meetings, torture, 
  exchange of weapons and wealth, and so on.
  At no time is this zone safe for a sustained rest.
  Default Doors
  Unless noted otherwise, all doors are of the following 
  profile:
  Access
  Default Door
    Locks: Door, Reinforced
  Areas of Interest
  DE-B3-SW-SC-1: Entrance
    Though they bear no torch, the stone around these 
  sconces is blackened with soot.
  This door is always locked.
  DE-B3-SW-SC-2: Dining Foyer
  Access
  Contents
  Sideboards 
  (2x)
  Locks: Furniture, 
  Simple
  Weapons: Light and
  Simple Foodstuffs
  Food Service 
  Table
  (unprotected)
  Weapons: Light 6x, 
  using Context D
  DE-B3-SW-SC-3: Weapons Cache
  Access
  Contents
  Long 
  Table
  (unprotected)
  Weapons: Martial 2H, 6x and
  Weapons: Martial 1H, 3x and
  Weapons: Martial Ranged, all 
  using Context D
  Small 
  Table
  (unprotected)
  Weapons: Martial 1H, 4x
  DE-B3-SW-SC-4: Hub
  The doors here are arranged so that only one set may 
  easily be opened at a time; opening both of the other set is 
  challenging.
  DE-B3-SW-SC-5: Cask Storage
  Access
  Contents
  Small 
  Casks (6x)
  Container: Crate 
  or Barrel
  Fresh water
  Large 
  Barrels 
  (18x)
  Container: Crate 
  or Barrel
  Alcohol: General, size 
  Large, using Context D
  DE-B3-SW-SC-6: Treasure Cache
  Access
  Contents
  Small 
  Crates (7x)
  Container: Crate 
  or Barrel
  General Supplies, size 
  Medium, using Context D
  Large 
  Crates (2x)
  Container: Crate 
  or Barrel, using 
  Context C
  Rations and Prepared 
  Food, size Large
  Sacks (8x)
  (unprotected)
  Simple Foodstuffs
  Chests 
  (4x)
  Locks: Chest, 
  Simple and
  Traps: General, 
  using Context D
  Coin Treasure Moderate 
  and 
  Potions: Moderate
  Treasure 
  Piles (2x)
  (unprotected)
  Clothing: General, using 
  Context C and
  Weapons: Martial 1H and
  Coin Treasure: 
  Moderate, using Context 
  B and
  Armor: Light
  
  434
  Underground 3
  Map 143: Southwest Corridor Overview (DE-B3-SWC-O)
  One square equals 5 ft.
  
  435
  Underground 3
  DE-B3-SWC-O: Southwest Corridor Overview
  Areas of Interest
  DE-B3-SWC-O-1: SW Corridor North
  Please turn to page 436 for more details.
  DE-B3-SWC-O-2: SW Corridor Center
  Page 438 contains more details.
  DE-B3-SWC-O-3: SW Corridor South
  Please refer to page 440 for complete information.
  
  436
  Underground 3
  Map 144: Southwest Corridor North (DE-B3-SWC-N)
  One square equals 5 ft.
  
  437
  Underground 3
  DE-B3-SWC-N: Southwest Corridor North
  Overview
  These halls were crafted eons ago with great care and skill.  
  The years have bee unkind to some portions, however, and 
  it’s unclear as to whether the skill and will yet exist to effect 
  proper repairs.
  Theme & Purpose
  These corridors serve to connect the four Elevator 
  Chambers in the diagonal corners of this level to the Central 
  Chamber and thence to the Underground Level 4 beneath.  
  Although those five chambers to which these corridors 
  connect are viewed to be relaxing destinations, these 
  corridors are not quite as safe as the remainder of the public 
  areas of the level, and so are typically hurried through.
  Any NPCs encountered here will be unwilling to stop and 
  chat for very long,; if they are of favorable mind toward the 
  PCs, they will offer that the party may accompany them to 
  one of the main chambers where they might continue their 
  conversation in safety.
  Ill Repair
  Unless otherwise noted, any square touched by one or more 
  rocks counts as Difficult Terrain.
  Rockslides
  Some sections may refer to the chance of a Rockslide.  Roll 
  for this chance each time one or more of the PCs traverses 
  the area; add 5% to the chance of an occurrence for each PC 
  beyond 2 that walks along the region at the same time.
    If a rockslide is triggered, each PC in the area must make 
  a 
    Reflex / Dexterity check at DC 18.  Success means 
  they safely escape the rockfall; failure means they suffer 
    2d4-1 points of bludgeoning damage from the rocks.
  Only roll for a rockslide once each time the PCs navigate the 
  area; once they have either triggered, or not triggered, a 
  rockslide, do not roll again for the chance unless they come 
  back into this map region again after having visited other 
  regions.
  A “False-Alarm Rockslide” may also occur.  Roll under the 
  same guidelines as a genuine Rockslide above, but if an 
  event is triggered, it merely makes noise and shifts a few 
  small stones.  No damage occurs and no true risk happens, 
  but it can still be quite unsettling!
  Random Encounters
  Every 5 minutes of exploration in one of these Corridors, 
  roll on 
    “Table 21: Secret Cavern Default Random 
  Encounters” on page 275.
  Unlike with several other regions in the Enclave, treat any 
  results of “no encounter” or “NPC encounter” as temporary 
  only: that is, roll again after another 5 minutes.  
  At no time are these Corridors safe for a full or sustained 
  rest.
  Default Doors
  Unless otherwise indicated, all doors are of the following 
  profile:
  Access
  Default 
  Door
    Locks: Door, Stronghold; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B3-SWC-N-1: North Hall
  There is a 
    55% chance of a 
    Rockslide here.
  DE-B3-SWC-N-2: Northwest Hall
  There is a 
    15% chance of a false-alarm 
    Rockslide 
  here.
  
  438
  Underground 3
  Map 145: Southwest Corridor Center (DE-B3-SWC-C)
  One square equals 5 ft.
  
  439
  Underground 3
  DE-B3-SWC-C: Southwest Corridor Center
  Overview
  These halls were crafted eons ago with great care and skill.  
  The years have bee unkind to some portions, however, and 
  it’s unclear as to whether the skill and will yet exist to effect 
  proper repairs.
  Theme & Purpose
  These corridors serve to connect the four Elevator 
  Chambers in the diagonal corners of this level to the Central 
  Chamber and thence to the Underground Level 4 beneath.  
  Although those five chambers to which these corridors 
  connect are viewed to be relaxing destinations, these 
  corridors are not quite as safe as the remainder of the public 
  areas of the level, and so are typically hurried through.
  Any NPCs encountered here will be unwilling to stop and 
  chat for very long,; if they are of favorable mind toward the 
  PCs, they will offer that the party may accompany them to 
  one of the main chambers where they might continue their 
  conversation in safety.
  Ill Repair
  Unless otherwise noted, any square touched by one or more 
  rocks counts as Difficult Terrain.
  Rockslides
  Some sections may refer to the chance of a Rockslide.  Roll 
  for this chance each time one or more of the PCs traverses 
  the area; add 5% to the chance of an occurrence for each PC 
  beyond 2 that walks along the region at the same time.
    If a rockslide is triggered, each PC in the area must make 
  a 
    Reflex / Dexterity check at DC 18.  Success means 
  they safely escape the rockfall; failure means they suffer 
    2d4-1 points of bludgeoning damage from the rocks.
  Only roll for a rockslide once each time the PCs navigate the 
  area; once they have either triggered, or not triggered, a 
  rockslide, do not roll again for the chance unless they come 
  back into this map region again after having visited other 
  regions.
  A “False-Alarm Rockslide” may also occur.  Roll under the 
  same guidelines as a genuine Rockslide above, but if an 
  event is triggered, it merely makes noise and shifts a few 
  small stones.  No damage occurs and no true risk happens, 
  but it can still be quite unsettling!
  Random Encounters
  Every 5 minutes of exploration in one of these Corridors, 
  roll on 
    “Table 21: Secret Cavern Default Random 
  Encounters” on page 275.
  Unlike with several other regions in the Enclave, treat any 
  results of “no encounter” or “NPC encounter” as temporary 
  only: that is, roll again after another 5 minutes.  
  At no time are these Corridors safe for a full or sustained 
  rest.
  Default Doors
  Unless otherwise indicated, all doors are of the following 
  profile:
  Access
  Default 
  Door
    Locks: Door, Stronghold; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B3-SWC-C-1: West Hall
  There is a 
    35% chance of a false-alarm 
    Rockslide 
  here.  
  However, any such occurrence, however immediately 
  nonlethal, attracts attention: if a false-alarm rockslide 
  happens, immediately roll on 
    “Table 21: Secret Cavern 
  Default Random Encounters” on page 275, and place 
  any monsters that result as approaching from the direction 
  opposite that which the PCs entered this zone from.
  DE-B3-SWC-C-2: Southeast Hall
  This brightly-lit hallway contains no risk whatsoever.
  
  440
  Underground 3
  Map 146: Southwest Corridor South (DE-B3-SWC-S)
  One square equals 5 ft.
  
  441
  Underground 3
  DE-B3-SWC-S: Southwest Corridor South
  Overview
  These halls were crafted eons ago with great care and skill.  
  The years have bee unkind to some portions, however, and 
  it’s unclear as to whether the skill and will yet exist to effect 
  proper repairs.
  Theme & Purpose
  These corridors serve to connect the four Elevator 
  Chambers in the diagonal corners of this level to the Central 
  Chamber and thence to the Underground Level 4 beneath.  
  Although those five chambers to which these corridors 
  connect are viewed to be relaxing destinations, these 
  corridors are not quite as safe as the remainder of the public 
  areas of the level, and so are typically hurried through.
  Any NPCs encountered here will be unwilling to stop and 
  chat for very long,; if they are of favorable mind toward the 
  PCs, they will offer that the party may accompany them to 
  one of the main chambers where they might continue their 
  conversation in safety.
  Ill Repair
  Unless otherwise noted, any square touched by one or more 
  rocks counts as Difficult Terrain.
  Rockslides
  Some sections may refer to the chance of a Rockslide.  Roll 
  for this chance each time one or more of the PCs traverses 
  the area; add 5% to the chance of an occurrence for each PC 
  beyond 2 that walks along the region at the same time.
    If a rockslide is triggered, each PC in the area must make 
  a 
    Reflex / Dexterity check at DC 18.  Success means 
  they safely escape the rockfall; failure means they suffer 
    2d4-1 points of bludgeoning damage from the rocks.
  Only roll for a rockslide once each time the PCs navigate the 
  area; once they have either triggered, or not triggered, a 
  rockslide, do not roll again for the chance unless they come 
  back into this map region again after having visited other 
  regions.
  A “False-Alarm Rockslide” may also occur.  Roll under the 
  same guidelines as a genuine Rockslide above, but if an 
  event is triggered, it merely makes noise and shifts a few 
  small stones.  No damage occurs and no true risk happens, 
  but it can still be quite unsettling!
  Random Encounters
  Every 5 minutes of exploration in one of these Corridors, 
  roll on 
    “Table 21: Secret Cavern Default Random 
  Encounters” on page 275.
  Unlike with several other regions in the Enclave, treat any 
  results of “no encounter” or “NPC encounter” as temporary 
  only: that is, roll again after another 5 minutes.  
  At no time are these Corridors safe for a full or sustained 
  rest.
  Default Doors
  Unless otherwise indicated, all doors are of the following 
  profile:
  Access
  Default 
  Door
    Locks: Door, Stronghold; closed and 
  unlocked when encountered
  Areas of Interest
  DE-B3-SWC-S-1: South Hall
  There is a 
    10% chance of a false-alarm 
    Rockslide 
  here.
  DE-B3-SWC-S-2: Southwest Elevator 
  Chamber
  This leads to “Map 140: Southwest Elevator Chamber (DE-
  B3-SW-EC)” on page 428.
  
  442
  Underground 3
  Map 147: Central Chamber (DE-B3-CC)
  One square equals 5 ft.
  
  443
  Underground 3
  DE-B3-CC: Central Chamber
  Overview
  The crown jewel of Underground Level 3, and the centerpiece 
  where all hallways lead, the Central Chamber has had 
  various, more flowery names over the centuries.  
  Theme & Purpose
  This, perhaps more than any other part of the Enclave, is 
  a tourist destination.  It serves no greater function to the 
  city than to act as a nexus, a focal point, and as the explicit 
  embodiment of the ideal of the Enclave.
  As a result, it is calm, peaceful, tranquil.  Ideal for strolls, 
  walks, or other endeavors.  While physical romantic 
  encounters are illegal, in practice, it is not unheard of, and 
  most Enclave Security will simply walk the other way if they 
  happen upon such an incident.
  Random Encounters
  At all times, this zone is safe from threat, though no part of 
  it is quiet enough to ensure a full sustained rest.  
  This is something of a park, but overnight or prolonged stay 
  is discouraged.  Despite all the greenery, this is an indoor, 
  underground structure: campfires, tents, bedrolls, and other 
  extended-stay trappings are immediately called to account.
  Enclave Security will stop any who appear to be making 
  more than just a few minutes’ rest stop on their way to 
  another destination.
  Peacefully Guarded
  At any time, day or night, each “ring” in the chamber has 
  a chance of some guards being present.  Randomize the 
  location of each guard; guards will typically patrol in either a 
  counter-clockwise (odd-numbered rings) or clockwise (even-
  numbered rings) manner.
  Note that the presence or absence of guards in a given Ring 
  will also dictate whether certain doors are locked or opened; 
  see each Ring’s description for more details.
  Table 30: Underground Level 3 Central Chamber Guards
  Ring #
  Locations
  Guard Possibility
  1
  Outermost; 
  10
    15% chance of 
    1d4-1 
  (minimum 0) Enclave Guard (p 
  659).
  2
  11, 12, 13, 
  14
    25% chance of 
    1d4-1 
  (minimum 0) Enclave Guard and
    10% chance of 
    1d4-1 (p 
  656, minimum 0) Enclave Elite 
  Guard.
  Ring #
  Locations
  Guard Possibility
  3
  15, 16, 17, 
  18
    30% chance of 
    1d4 
  (minimum 0) Enclave Guard and
    20% chance of 
    1d4-
  1 (minimum 0) Enclave Elite 
  Guard.
  4
  Innermost; 
  19
    60% chance of 
    1d4 
  Enclave Elite Guard.
  Guards of all types will pretty much ignore anyone who is 
  not obviously up to something illegal.  Adventurers from out 
  of town who are unknown to the citizenry may get an arched 
  eyebrow.  
  Adventurers bloody from a fight will almost certainly get 
  stopped, though a simple explanation of “I just fought 
  monsters in the hallways” is not completely out of the 
  ordinary.
  Default Doors
  Unless noted otherwise, all doors are of the following 
  profile:
  Access
  Default Door
    Locks: Door, Stronghold
  Areas of Interest
  DE-B3-CC-1: Northwest Corridor
  This leads to “Map 120: Northwest Corridor Overview (DE-
  B3-NWC-O)” on page 388.
  DE-B3-CC-2: Southwest Corridor
  This leads to “Map 143: Southwest Corridor Overview (DE-
  B3-SWC-O)” on page 434.
  DE-B3-CC-3: Northeast Corridor
  This leads to “Map 127: Northeast Corridor Overivew (DE-
  B3-NEC-O)” on page 402.
  DE-B3-CC-4: Southeast Corridor
  This leads to “Map 135: Southeast Corridor Overview (DE-
  B3-SEC-O)” on page 418.
  DE-B3-CC-6: Northeast Secret Bridge
  This leads to “Map 126: Northeast Secret Bridge (DE-B3-NE-
  SB)” on page 400.
  DE-B3-CC-7: Southesat Secret Caverns
  This leads to “Map 134: Southeast Secret Caves (DE-B3-SE-
  SC)” on page 416.
  
  444
  Underground 3
  DE-B3-CC-8: Southwest Secret Caverns
  This leads to “Map 141: Southwest Secret Caves (DE-B3-SW-
  SC)” on page 430.
  DE-B3-CC-9: Northwest Secret Bridge
  This leads to “Map 119: Northwest Secret Bridge (DE-B3-NW-
  SB)” on page 386.
  DE-B3-CC-10: Outer Ring 1
    Comfortable benches are interspersed with bushes and 
  potted plants around the circumference of the central 
  chamber.
  The outermost ring offers the narrowest walking space.  As 
  a result, most of those who plan to loiter will prefer an inner 
  ring; this region is mainly for locomotion.
  The doors leading to the second ring are never locked unless 
  for some reason there are zero guards in Ring 1 and in Ring 
  2.
  DE-B3-CC-11: Ring 2
    Marble floors surround you as you step into this ringed 
  walking path.  Potted trees bloom above the benches and 
  columns that dot the floor.
  Each trio of fonts (to the north and south) are commonly 
  used to toss coins into to make wishes.  If there are no 
  guards within view, theiving PCs might profit; any guards 
  who do notice such an endeavor will arrest the PCs on sight 
  and fine them 10x the amount pilfered.
  Access
  Contents
  Font 
  (6x)
  (unprotected, but 
  see above)
  Coin Treasure: Moderate, 
  halved
  DE-B3-CC-12: Ring 2 West
    Trees and ornamental columns alternate along this 
  stretch of walkway.
  DE-B3-CC-13: Ring 2 East
    1d4-1 (minimum 0) Enclavefolk will commonly be here, 
  day or night, walking or sitting and talking.
  DE-B3-CC-14: Ring 2 North
  These doors are never closed except in a situation in which 
  there are zero guards in both Ring 2 and in Ring 3.
  DE-B3-CC-15: Ring 3 North
    Chequered floors here have been waxed and cleaned to a 
  high shine.  Lovely trees bloom above, and the columns 
  here are finely chiseled, showing reliefs of druidic and 
  natural splendor and achievement.  Against the stone 
  wall of the innermost ring of the chamber is a stone 
  figure shown relaxing.
  The statue here is of one of the first Elders of the Council 
  after it was established shortly after the construction of the 
  Enclave commenced.  Behind the statue is a long-forgotten 
  stash of possessions:
  Access
  Contents
  Statue 
  Stash
  (unprotected)
  Gems: Semi-Precious, using 
  Context D and
  Weapons: Light
  DE-B3-CC-16: Ring 3 West
    1d2-1 (minimum 0) Enclavefolk will commonly be here, 
  day or night, walking or sitting and talking.
  DE-B3-CC-17: Ring 3 East
  For some reason, there are never any NPCs here.  One of the 
  southern trees has begun to rot, and emits a faint stench if 
  approached closely; this may account for the phenomenon.
  DE-B3-CC-18: Ring 3 South
    A trio of fonts can be found here, filled with crystal-clear 
  water.
  The water here is fresh beyond mere natural properties.  
  Drinking any quantity from any of the three will immediately 
  heal 
    1d6 hit points; this is a magical healing / positive 
  energy effect.  Creatures healed in this manner must wait 10 
  hours before the water generates a similar effect; within that 
  duration, treat it merely as fresh water.
  DE-B3-CC-19: Elevator Down
    The innermost chamber contains flowered trellises 
  strung between four pillars.  To the north, an 8’ tall, 
  nondescript tree stands between two ornamental pillars 
  with elaborately-carved relief.  To the east and west are 
  sacrophogi.  The center of the chamber is dominated by 
  an elevator platform.
  The elevator leads down to “Map 159: Central Chamber 
  Elevator Courtyard (DE-B4-EC)” on page 469.
  The two sarcophagi each require a 
    Strength check at DC 
  24 to remove.  The remains inside each are those of one of 
  the Enclave’s founders.  
  Access
  Contents
  Sacrophagus 
  (2x)
  (see above)
  Armor: Heavy, using 
  Context C
  
  445
  Underground 4
  Underground: 
  Level 4
  
  446
  Underground 4
  Map 148: Druid Enclave Side Projection, Underground Level 4
  
  447
  Underground 4
  Map 149: Underground Level 4, Overview (DE-B4-O)
  One square equals 20 ft.
  
  448
  Underground 4
  Level Introduction: Underground Level 4
  Summary
  Underground 4 can be conceptually divded into two regions: 
  First, the formal, “known” areas that are linked to the 
  public.  
  Note that unlike its upper neighbors, Underground Level 
  4 contains no “hidden” regions known only to the elite of 
  Enclave Security forces.  
  There are “secret” tunnels and forgotten caves, most 
  of which are unknown to nearly everyone, and some of 
  which have been completely undiscovered for hundreds of 
  years.  These are particularly dangerous, as they connect 
  to a network of Fissures that penetrate deep into the 
  subterranean structure of the Realm.
  Enclave Underground Structures
  The presence of underground levels in the Enclave is the 
  worst-kept secret of design in the Realms.  Originally 
  architected and built many centuries ago as a hidden 
  understructure of defense, the original intent was to provide 
  zones into which citizens could go if the Enclave were 
  assaulted.
  This approach held for about a hundred years, until A) 
  the secret was out and everyone knew about the presence 
  of underground levels, and B) the population of the 
  Enclave grew beyond what the surface level could sustain, 
  necessitating use of the lower levels to hold the populace.
  Although the several underground levels are known to most 
  citizens of the Enclave, there persists a sense that they are 
  for defense, and should be protected.  As a result, most 
  people who are not well-known to the Enclave who venture 
  down here will be questioned as to their purpose.
  Public Structures
  Although not necessarily advertised, and seldom shared with 
  travelers and tourists, these regions are well-known by all 
  citizens, and it’s not unusual at all to see people flowing up 
  and down regularly.
  The following Locations are Public Structures:
  Locations 5, 6, 7, 8, and 9.
  Secret Structures
  Some caves date back centuries, and have been neither used 
  nor known for that time.  Cave-ins, intentional maskings, 
  and natural phenomena have obfuscated these structures 
  from all.
  Nobody in the Enclave knows of these structures, though of 
  course they may be discovered by the PCs.
  The following regions are Secret Structures:
  Locations 1, 2, 3, and 4.
  Fissures in Aquilae
  “Fissures” is a general term that refers to the dense matrix 
  of underground caverns and chambers that run throughout 
  the Realm of Aquilae.  Monsters, terror, and even darker 
  forces lurk in these environs, where light and good are both 
  in short supply.
  Although they are currently sealed off to what is generally 
  known, Underground Level 4 of the Druid Enclave contains 
  four tendrils of Fissure that link to the greater complex of 
  fissures that lead throughout the Realm.
  This topic is to be explored in greater detail in upcoming 
  books and products.
  Fissure Sludge
  Various parts of the Fissures contain a vile substance called 
  Fissure Sludge.
  The water in pools of fissure sludge is stagnant and 
  poisonous, but not in a lethal way: anyone drinking of it will 
  immediately throw it up.
  Stepping into the pool will coat any extremities in the sludge.  
  This generally attracts monsters; for every PC who is coated 
  in some sludge, add 5 to the die roll every time you roll on 
  the Random Encounters table in a Fissures location on this 
  level.
  Entrances and Exits
  Note that the following are typical, even secret, means of 
  entering and exiting the level as it was designed.
  Other, magical means of navigating the level (for example, 
  teleportation spells, transmute stone to mud or similar spells 
  that affect barriers, or those that grant incorporeality) are 
  not discussed and are left to the GM to manage should they 
  be introduced.
  Entry from Underground Level 3
    The only formal means of entry is the central elevator at 
  Location 9.
  Overview
  Many citizens, and nearly all visitors, only come down to this 
  level if they have specific business with citizens here, or if 
  they need to delve more deeply into the Underground levels.
  Much of the known terrain here is transitory: there are no 
  shops or residences to speak of in this region.  There is, 
  however, ample purpose to be here, as many take walks or 
  simply enjoy the sights of the gardens and the elaborate 
  hallways leading thereto.
  
  449
  Underground 4
  Atmosphere & Theme
  Public Regions can be busy with visitors, sightseers, or 
  simply those who wish seclusion or a nice walk.
  Secret Regions are have lain dormant and undiscovered 
  for a hundred years or more, and as a result, are largely 
  populated with monsters.
  Secret Region Random Encounters
  As noted above, many regions are Secret Structures, 
  meaning that no citizen or sentient is aware of them.
  That said, danger still lurks, as these regions are connected 
  to each other and to the surface and other, deeper caverns 
  via small holes and crevies.
  Immediately upon discovering a Secret Region, and 
  thereafter every 10 minutes wandering about in one, roll 
  on the following table to determine whether a random 
  encounter occurs:
  Table 31: Underground Level 4 Secret Cavern Default 
  Random Encounters
  D%
  Event
  Description
  01-10
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  11-15
  Trivial 
  Encounter
  Roll once on 
     Monsters: 
  Caves, Trivial.
  16-25
  Light 
  Encounter
  Roll once on 
   Monsters: 
  Caves, Light.
  26-40
  Average 
  Encounter
  Roll once on 
   Monsters: 
  Caves, Average.
  41-75
  Advanced 
  Encounter
  Roll once on 
   Monsters: 
  Caves, Advanced.
  76-00
  Elite 
  Encounter
  Roll once on 
   Monsters: 
  Caves, Elite.
  Garden Random Encounters
  The Gardens occupying nearly the entirety of the Public 
  regions of this level are essentially stylized and smaller 
  versions of the Druid Forest that surrounds the Enclave 
  entire.  This means that there are any number of threats that 
  may lurk within.
    The first time that the PCs approach the Northwest 
  Gardens, roll on the 
    Monsters: Druid Forest, Light 
  table, placing the result in the thickest portion of the 
  nearby garden region, unaware of the party’s presence 
  for the moment.
  Thereafter, for every 10 minutes spent wandering about in 
  the gardens, roll on the 
    Entry Gardens Default Random 
  Encounters table below.
  Table 32: Underground Level 4 Garden Random Encounters
  D%
  Event
  Description
  01-40
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  41-45
  Trivial 
  Encounter
  Roll once on 
     Monsters: 
  Druid Forest, Trivial.
  46-50
  Light 
  Encounter
  Roll once on 
   Monsters: 
  Druid Forest, Light.
  51-50
  Average 
  Encounter
  Roll once on 
   Monsters: 
  Druid Forest, Average.
  61-67
  Advanced 
  Encounter
  Roll once on 
   Monsters: 
  Druid Forest, Advanced.
  68-69
  Elite 
  Encounter
  Roll once on 
   Monsters: 
  Druid Forest, Elite.
  70-00
  NPC 
  Encounter
  Roll once on 
    Table 4: 
  Default Random Dramatis 
  Personae on page 22.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, this region is momentarily safe for refuge.  However, 
  the Gardens are rarely ever safe for very long: Reroll on this 
  table after the next time increment per the above.
  At no time is any portion of this level safe for an extended 
  rest.
  Default Random Encounters
  Some Areas of Interest within this level will describe 
  a certain approach to Random Encounters, either by 
  overriding the timing (e.g., “every 30 minutes), and/or by 
  providing its own localized version of the random encounter 
  table below.
  Absent such an override, while in Public Structures or 
  Hidden Structures, roll on the following table of Default 
  Random Encounters for every 10 minutes the party 
  remains in this area.
  Note that although the Public and Hidden Structures are 
  civilized and well-used, there still exists the occasional 
  chance of threat from monsters.
  Table 33: Enclave Underground Level 4 Default Random 
  Encounters
  D%
  Event
  Description
  01-50
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  51-60
  Random City 
  Encounter
  Roll once on “FlexTable 36: Druid 
  Enclave Random Encounters” on 
  page 118.
  61-95
  NPC 
  Encounter
  Roll once on the Default NPC 
  Encounter Table below.
  
  450
  Underground 4
  D%
  Event
  Description
  96-00
  Random 
  Cavern 
  Encounter
  Roll once on “Secret Cavern 
  Default Random Encounters”, 
  above.
  Default NPC Encounters
  Some Areas of Interest within this level will describe a 
  certain approach to NPC Encounters, providing its own 
  localized version of the table below.
  Absent such an override, when in this level, when directed to 
  roll for a random NPC, roll on the following table.  
    Note that if a certain circumstance mandates the 
  presence of an NPC, you may ignore and reroll results of 
  “No Encounter” on the table below. 
   
  The GM is, as in all other aspects of the adventure, to 
  use her common sense regarding use of this table.  You 
  should feel free to ignore or reroll results with which you 
  don’t agree, or simply choose a result yourself to keep 
  with the atmosphere of the adventure as experienced by 
  your gaming group. 
   
  Note, also, that any entry in the list below that has a 
  blank (“-”) next to it for roll results means that that NPC 
  is never normally encountered in this level.
  Table 34: Default NPC Encounter: Underground Level 4
  Suggested Population: 
    1d4 rolls
  D%
  Key NPC
  Profession
  Page
  01
  Gallianne 
  Estrarch
  Council 
  Elder
  478
  02
  Ashrem Ilydron
  Council 
  Elder
  483
  03
  Trotysse Airdarr Council 
  Elder
  488
  04
  Halabedarr
  Council 
  Elder
  493
  05
  Siriquille
  Council 
  Elder
  498
  06
  Usborn 
  Tossercobb
  Council 
  Elder
  503
  07
  Barksel 
  Ferubrankcht
  Council 
  Elder
  508
  08-11
  Groob
  Blacksmith
  513
  12-16
  Imay Aldreban
  Healer
  518
  17-20
  Allaha Gorrut
  Sage
  523
  21-24
  Forsythar
  Tailor
  528
  25-28 Sannelle 
  Goregut
  Weapons 
  Trainer
  533
  29-32 Jaer
  Druid 
  Trainer
  538
  D%
  Key NPC
  Profession
  Page
  33-36
  Terjonne
  Ranger 
  Trainer
  543
  37-40 Ulfgarre 
  Thorngage
  Herbalist/
  Apothecary
  548
  41-44
  Seddyn
  Provisioner
  552
  45-48 Plakk
  Mercenary
  556
  49-52 Gaeryn
  Mercenary
  560
  53-56
  Tultokka
  Mercenary
  564
  57-61
  Wubafix
  Black 
  Market 
  Leader
  568
  62-65 Kerrithe
  Blackmail 
  Leader
  572
  66-69 Darrlie
  Assassin
  576
  70-73
  Rannos 
  Rannthak
  Noble
  580
  74-77
  Anastrianna 
  Liadon
  Noble
  585
  78-81
  Meliannthe
  Socialite
  590
  82-85 Phaelynne 
  Helliar
  Merchant 
  Queen
  595
  86-89 Klasandrel 
  Sulidan
  Merchant 
  Prince
  600
  90-93 Lia Ilphur
  Lone 
  Crusader
  605
  94-97 Wyrida
  Special 
  Operative 
  of the 
  Council
  615
  98-
  00
  Clarida
  Wyrida’s 
  younger 
  sister
  610
  Areas of Interest
  DE-B4-O-1: Fissures Northwest
  Please turn to page 451 for further details.
  DE-B4-O-2: Fissures Northeast
  Page 453 contains a further description.
  DE-B4-O-3: Fissures Southwest
  More details about this region may be found on page 455.
  DE-B4-O-4: Fissures Southeast
  Refer to page 457 for more details.
  DE-B4-O-5: Central Chamber Northwest
  Further information may be found starting on page 461.
  
  451
  Underground 4
  Map 150: Fissures Northwest (DE-B4-FNW-O)
  One square equals 5 ft.
  
  452
  Underground 4
  DE-B4-FNW-O: Fissures Northwest
  Overview
  This is one of four long-forgotten caverns on Underground 
  Level 4 which are completely unknown to anyone in the 
  Enclave.  
  They are all four naturally-occuring, and have been used as 
  hideouts, storage caches, ambush posts, and monster lairs at 
  various points over the centuries.
  They once led deeper into the Fissures of the underground, 
  via naturally-occurring caves that led further beyond the 
  civilized carvings of the Enclave.  Cave-ins, erosion, and 
  intentional closings-off have resulted in dead-ends in all of 
  these cases.
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 4, this chamber nevertheless 
  connects with other areas via earthen holes and burrows.
  As a result, there is some danger of monsters here.
  Random Encounters
  Every 2 minutes of exploration here, roll on 
    “Table 31: 
  Underground Level 4 Secret Cavern Default Random 
  Encounters” on page 449.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, this region is momentarily safe for refuge.  However, 
  Fissures are rarely ever safe for very long: Reroll on this 
  table after the next time increment per the above.
  At no time is this region safe for an extended rest.
  Default Secret Doors
  Unless otherwise indicated, all secret doors are of the 
  following profile:
  Access
  Default  
  Secret Door
    Locks: Door, Secret; using Context C; 
  closed and locked when encountered
  Areas of Interest
  DE-B4-FNW-O-1: Entrance
  This door can be closed, and/or locked, behind the PCs after 
  they traverse it.
  DE-B4-FNW-O-2: Mammoth Web
    This floor-to-ceiling spiderweb requires 20 points of 
  damage to destroy and pass by; it is immune to piercing 
  damage.
  DE-B4-FNW-O-3: Northeast Corner
    A gust of cold wind comes around the corner from the 
  west here.
    If the PCs are not currently engaged in combat, roll 
  immediately on 
    “Table 31: Underground Level 4 
  Secret Cavern Default Random Encounters” on page 
  449 when the PCs approach this corner from the 
  south.  Place any resulting monsters as approaching from 
  Location 6 and aware of the party’s presence.
  DE-B4-FNW-O-4: North Pool
    A pool of viscous, grey-green sludge lies here.  
  Please see Fissure Sludge rules, found on page 448.
  DE-B4-FNW-O-5: Northwest Pool
    Another, larger pool of disgusting slime sits in the center 
  of the path here.
  Please see Fissure Sludge rules, found on page 448.
  DE-B4-FNW-O-6: Pool West
    In an elbow of the cavern, you find a large pool of sludge.
  Please see Fissure Sludge rules, found on page 448.
  DE-B4-FNW-O-7: Southwest Pool
  Please see Fissure Sludge rules, found on page 448.
  DE-B4-FNW-O-8: Boulder Cave-In
    Boulders bar your way here.
  Searching may yield some results, but not without danger: 
  for every full round spent moving boulders about here, roll 
  for a possible Random Encounter as described above.
  Access
  Contents
  Boulder 
  Pile
    Perception 
  DC 19 to notice 
  treasure
  Gems: Medium-Quality, using 
  Context B
  
  453
  Underground 4
  Map 151: Fissures Northeast (DE-B4-FNE-O)
  One square equals 5 ft.
  
  454
  Underground 4
  DE-B4-FNE-O: Fissures Northeast
  Overview
  This is one of four long-forgotten caverns on Underground 
  Level 4 which are completely unknown to anyone in the 
  Enclave.  
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 4, this chamber nevertheless 
  connects with other areas via earthen holes and burrows.
  As a result, there is some danger of monsters here.
  Random Encounters
  Every 2 minutes of exploration here, roll on 
    “Table 31: 
  Underground Level 4 Secret Cavern Default Random 
  Encounters” on page 449.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, this region is momentarily safe for refuge.  However, 
  Fissures are rarely ever safe for very long: Reroll on this 
  table after the next time increment per the above.
  At no time is this region safe for an extended rest.
  Default Secret Doors
  Unless otherwise indicated, all secret doors are of the 
  following profile:
  Access
  Default  
  Secret Door
    Locks: Door, Secret; using Context C; 
  closed and locked when encountered
  Areas of Interest
  DE-B4-FNE-O-1: Entrance
  This door can be closed, and/or locked, behind the PCs after 
  they traverse it.
    This floor-to-ceiling spiderweb just inside the entrance 
  requires 12 points of damage to destroy and pass by; it is 
  immune to piercing damage.
  DE-B4-FNE-O-2: West Pool
    A very long, snakelike pool of viscous slime occupies the 
  eastern edge of the cavern in this area.
  Please see Fissure Sludge rules, found on page 448.
  DE-B4-FNE-O-3: North Pool
    A huge pool of dark sludge stretches into the darkness 
  here.
  Please see Fissure Sludge rules, found on page 448.
  Those enterprising enough to brave the 3’ deep pool and 
  search about in the muck will yield a reward, as follows.  
  Note that the weapon yielded, and the PC who performs the 
  search, will be coated in fissures sludge as a result:
  Access
  Contents
  North 
  Pool
  (unprotected)
  Weapons: Martial 1H, using 
  Context C
  DE-B4-FNE-O-4: East Pool Entrance
    A long, deep line of sludge extends east and west from 
  this point.
  The sludge here averages 2’ in depth.
  DE-B4-FNE-O-5: East Pool West End
    The sludge here ends in a deep reservoir.
  5’ deep, this sludge is terrifying to search through, but may 
  yield a profitable result underneath:
  Access
  Contents
  East Pool 
  West End
  (unprotected)
  Armor: Shields, using 
  Context C
  DE-B4-FNE-O-6: Southeast Pool
    This large elbow of sludge is somewhat shallow.
  This sludge averages 3’ in depth.
  DE-B4-FNE-O-7: Northeast Sludge
    An inky reservoir of slime marks the terminus here.
  Underneath the 4’ deep sludge is a trio of gnome skeletons, 
  but any associated possessions have already been pilfered.
  DE-B4-FNE-O-8: Cave-In East
  Rocks bar further progress here.
  DE-B4-FNE-O-9: Boulder Blockage
  The rocks are stacked 10’ deep and floor-to-ceiling; it’s not 
  possible to traverse this region from east to west; anyone 
  wishing to progress further must venture through the sludge  
  river to the south.  
    Trying to remove the boulders is not only futile, but 
  attracts attention: roll immediately on 
    “Table 31: 
  Underground Level 4 Secret Cavern Default Random 
  Encounters” on page 449.  Place any resulting 
  monsters as approaching from Location 3 and aware of 
  the party’s presence.
  
  455
  Underground 4
  Map 152: Fissures Southwest (DE-B4-FSW-O)
  One square equals 5 ft.
  
  456
  Underground 4
  DE-B4-FSE-O: Fissures Southeast
  Overview
  This is one of four long-forgotten caverns on Underground 
  Level 4 which are completely unknown to anyone in the 
  Enclave.  
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 4, this chamber nevertheless 
  connects with other areas via earthen holes and burrows.
  Random Encounters
  Every 2 minutes of exploration here, roll on 
    “Table 31: 
  Underground Level 4 Secret Cavern Default Random 
  Encounters” on page 449.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, this region is momentarily safe for refuge.  However, 
  Fissures are rarely ever safe for very long: Reroll on this 
  table after the next time increment per the above.
  At no time is this region safe for an extended rest.
  Default Secret Doors
  Unless otherwise indicated, all secret doors are of the 
  following profile:
  Access
  Default  
  Secret Door
    Locks: Door, Secret; using Context C; 
  closed and locked when encountered
  Areas of Interest
  DE-B4-FSE-O-1: Entrance
  This door can be closed, and/or locked, behind the PCs after 
  they traverse it.
  DE-B4-FSE-O-2: Spiderweb
    The floor-to-ceiling spiderweb here requires 16 points of 
  damage to destroy and pass by; it is immune to piercing 
  damage.
  DE-B4-FSE-O-3: Small Pool
  Please see Fissure Sludge rules, found on page 448.
  DE-B4-FSE-O-4: Fungus Patch
    Disturbing the mushrooms here attracts attention: if 
  the PCs touch the fungus at all, roll immediately on 
    “Table 31: Underground Level 4 Secret Cavern 
  Default Random Encounters” on page 449 .  Place any 
  resulting monsters as approaching from Location 6 and 
  aware of the party’s presence.
  DE-B4-FSE-O-5: North Pool
  Please see Fissure Sludge rules, found on page 448.  
  Searching underneath the 2’ deep murk yields rewards:
  Access
  Contents
  North Pool
  (unprotected)
  Gems: Semi-Precious
  DE-B4-FSE-O-6: Spiderweb Northeast
    The floor-to-ceiling spiderweb here requires 7 points of 
  damage to destroy and pass by; it is immune to piercing 
  damage.
  DE-B4-FSE-O-7: East Pool
  Please see Fissure Sludge rules, found on page 448.
  DE-B4-FSE-O-8: East Elbow
    As the party approaches from the north for the first time, 
  roll immediately on 
    “Table 31: Underground Level 
  4 Secret Cavern Default Random Encounters” on page 
  449 .  Place any resulting monsters as approaching 
  from Location 11 and aware of the party’s presence.
  DE-B4-FSE-O-9: South Pool
  Please see Fissure Sludge rules, found on page 448.  
  Searching underneath the 4’ deep murk yields rewards:
  Access
  Contents
  South Pool
  (unprotected)
  Weapons: Martial 2H, 
  using Context C
  DE-B4-FSE-O-10: Fungal Plateau
  The fungus here is disruptive and attractive in the same 
  manner as that in Location 4 (see above).
  DE-B4-FSE-O-11: South Boulders
  This all counts as Difficult Terrain.  In addition, each round 
  the PCs spend walking on rocks in this area, there is a 
    
  20% chance to trigger a roll on the Random Encounters 
  table.
  DE-B4-FSE-O-12: Cave-In
  Buried under these rocks is treasure, but not without the 
  danger of attracting attention: each round spend searching 
  here results in a 
    15% chance to trigger a roll on the 
  Random Encounters table.
  Access
  Contents
  Cave-In
  (unprotected)
  Armor: Medium and
  Potions: Moderate and
  Gems: Low, all using 
  Context C
  
  457
  Underground 4
  Map 153: Fissures Southeast (DE-B4-FSE-O)
  One square equals 5 ft.
  
  458
  Underground 4
  DE-B4-FSW-O: Fissures Southwest
  Overview
  This is one of four long-forgotten caverns on Underground 
  Level 4 which are completely unknown to anyone in the 
  Enclave.  
  Theme & Purpose
  Although effectively sealed off from the known and “normal” 
  regions in Underground Level 4, this chamber nevertheless 
  connects with other areas via earthen holes and burrows.
  Random Encounters
  Every 2 minutes of exploration here, roll on 
    “Table 31: 
  Underground Level 4 Secret Cavern Default Random 
  Encounters” on page 449.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, this region is momentarily safe for refuge.  However, 
  Fissures are rarely ever safe for very long: Reroll on this 
  table after the next time increment per the above.
  At no time is this region safe for an extended rest.
  Default Secret Doors
  Unless otherwise indicated, all secret doors are of the 
  following profile:
  Access
  Default  
  Secret Door
    Locks: Door, Secret; using Context C; 
  closed and locked when encountered
  Areas of Interest
  DE-B4-FSW-O-1: Entrance
  This door can be closed, and/or locked, behind the PCs after 
  they traverse it.
  DE-B4-FSW-O-2: North Pool
  Please see Fissure Sludge rules, found on page 448.  This 
  pool is very shallow, averaging 1’ in depth.
  DE-B4-FSW-O-3: East Pool
  Please see Fissure Sludge rules, found on page 448.  This 
  pool is 3’ deep on average, and has some long-lost treasure 
  underneath for those brave enough to search:
  Access
  Contents
  East Pool
  (unprotected)
  Weapons: Exotic
  DE-B4-FSW-O-4: South Spiderweb
    The floor-to-ceiling spiderweb here requires 12 points of 
  damage to destroy and pass by; it is immune to piercing 
  damage.
  DE-B4-FSW-O-5: South Pool
  Please see Fissure Sludge rules, found on page 448.
  DE-B4-FSW-O-6: Webbed Boulders
    The floor-to-ceiling spiderwebs here require 23 points of 
  damage to destroy and pass by; it is immune to piercing 
  damage.  
    Hacking at the web can attract attention from 
  cavedwellers; each round spent attacking the webs, there 
  is a 
    20% chance of triggering a roll on 
    “Table 31: 
  Underground Level 4 Secret Cavern Default Random 
  Encounters” on page 449 .  Place any resulting 
  monsters as approaching from Location 3 and aware of 
  the party’s presence.
  DE-B4-FSW-O-7: Boulders
  This region counts as Difficult Terrain.
  DE-B4-FSW-O-8: Cave-In
  Access
  Contents
  Cave-In
    Perception 
  DC 22 to notice
  Armor: Medium and
  Weapons: Martial Ranged, 
  both using Context C
  
  459
  Underground 4
  Map 154: Central Chamber Overview (DE-B4-CC-O)
  One square equals 5 ft.
  
  460
  Underground 4
  DE-B4-CC-O: Central Chamber Overview
  Areas of Interest
  DE-B4-CC-O-1: Elevator Courtyard
  Please refer to page 469 for more details.
  DE-B4-CC-O-2: Northwest Gardens
  Page 461 contains more information.
  DE-B4-CC-O-3: Northeast Gardens
  Turn to page 463 for a complete description.
  DE-B4-CC-O-4: Southeast Gardens
  A full description of this region commences on page 465.
  DE-B4-CC-O-5: Southwest Gardens
  Page 467 contains additional details.
  
  461
  Underground 4
  Map 155: Central Chamber Northwest (DE-B4-CC-NW)
  One square equals 5 ft.
  
  462
  Underground 4
  DE-B4-CC-NW: Gardens Northwest
  Overview
  These gardens are part of the massive underground 
  menagerie of flora and fauna that occupies nearly the 
  entirety of Underground Level 4.  Citizens and visitors alike 
  flock to the region to take in the sights and relax.
  Theme & Purpose
  Though constrained in comparison to the Entry Gardens of 
  the Ground Level, the gardens in Underground Level 4 are 
  wild and magical in much the same manner as the Druid 
  Forest surrounding the Enclave itself on the surface.
  Default Secret Doors
  Unless otherwise indicated, all secret doors are of the 
  following profile:
  Access
  Default  
  Secret Door
    Locks: Door, Secret; using Context C; 
  closed and locked when encountered
  Areas of Interest
  DE-B4-CC-NW-1: Elevator Up
  This leads to “Map 147: Central Chamber (DE-B3-CC)” on 
  page 442.
  DE-B4-CC-NW-2: Elevator Courtyard
  Please see “Map 159: Central Chamber Elevator Courtyard 
  (DE-B4-EC)” on page 469 for more details.
  DE-B4-CC-NW-3: Southeast Garden
    Each round spent off the brick path in this area, there 
  is a 
    15% chance of triggering a roll on the Random 
  Encounters table.  Place any resulting monsters as 
  approaching from Location 5 and unaware of the party’s 
  presence.
  DE-B4-CC-NW-4: Sycamore Tree
    Alone in a glade, this beautiful tree extends high 
  overhead.
  DE-B4-CC-NW-5: Redtree
    Disturbing this tree in any manner prompts an 
  immediate roll on the Random Encounters table.  Place 
  any resulting monsters as approaching from Location 10 
  and aware of the party’s presence.
  DE-B4-CC-NW-6: Greentree
  Searching at the base of this tree yields the discovery of a 
  cache hidden in the above-ground roots:
  Access
  Contents
  Greentree
    Perception 19 to discover
  Gems: Low
  DE-B4-CC-NW-7: Northwest Secret
  This leads to “Map 150: Fissures Northwest (DE-B4-FNW-O)” 
  on page 451.
  DE-B4-CC-NW-8: Inner Path
  While on this pathway, suspend all rolls for random 
  encounters.  This is also where any NPCs identified as being 
  in this region will likely be located; a good place to “place” 
  them is on the bench just to the north of the path’s elbow.
  DE-B4-CC-NW-9: Outer Path
  While on this pathway, suspend all rolls for random 
  encounters.
  DE-B4-CC-NW-10: East Path
  While on this pathway, suspend all rolls for random 
  encounters.
  
  463
  Underground 4
  Map 156: Central Chamber Northeast (DE-B4-CC-NE)
  One square equals 5 ft.
  
  464
  Underground 4
  DE-B4-CC-NE: Gardens Northeast
  Overview
  These gardens are part of the massive underground 
  menagerie of flora and fauna that occupies nearly the 
  entirety of Underground Level 4.  Citizens and visitors alike 
  flock to the region to take in the sights and relax.
  Theme & Purpose
  Though constrained in comparison to the Entry Gardens of 
  the Ground Level, the gardens in Underground Level 4 are 
  wild and magical in much the same manner as the Druid 
  Forest surrounding the Enclave itself on the surface.
  Default Secret Doors
  Unless otherwise indicated, all secret doors are of the 
  following profile:
  Access
  Default  
  Secret Door
    Locks: Door, Secret; using Context C; 
  closed and locked when encountered
  Areas of Interest
  DE-B4-CC-NE-1: Elevator Up
  This leads to “Map 147: Central Chamber (DE-B3-CC)” on 
  page 442.
  DE-B4-CC-NE-2: Elevator Courtyard
  Please see “Map 159: Central Chamber Elevator Courtyard 
  (DE-B4-EC)” on page 469 for more details.
  DE-B4-CC-NE-3: Southwest Garden
    Each round spent off the brick path in this area, there 
  is a 
    35% chance of triggering a roll on the Random 
  Encounters table.  Place any resulting monsters as 
  approaching from Location 7 and unaware of the party’s 
  presence.
  DE-B4-CC-NE-4: Sycamore Tree
    At the base of this tree, something glints.
  It’s just a single copper piece, but its presence may induce 
  time-wasting searching for companions.
  DE-B4-CC-NE-5: Greentree
    Disturbing this tree in any manner prompts an 
  immediate roll on the Random Encounters table.  Place 
  any resulting monsters as approaching from Location 10 
  and aware of the party’s presence.
  DE-B4-CC-NE-6: Treeline
  Scattered along this line of trees is an assortment of coins, 
  tossed here in the hopes of fulfilling a wish perhaps:
  Access
  Contents
  Treeline
    Perception 16 
  to discover
  Coin Treasure: Moderate
  DE-B4-CC-NE-7: Northeast Secret
  This leads to “Map 151: Fissures Northeast (DE-B4-FNE-O)” 
  on page 453.
  DE-B4-CC-NE-8: Inner Path
  While on this pathway, suspend all rolls for random 
  encounters.  This is also where any NPCs identified as being 
  in this region will likely be located; a good place to “place” 
  them is on the bench just to the north of the path’s elbow.
  DE-B4-CC-NE-9: Outer Path
  While on this pathway, suspend all rolls for random 
  encounters.
  DE-B4-CC-NE-10: West Path
  While on this pathway, suspend all rolls for random 
  encounters.
  
  465
  Underground 4
  Map 157: Central Chamber Southeast (DE-B4-CC-SE)
  One square equals 5 ft.
  
  466
  Underground 4
  DE-B4-CC-SE: Gardens Southeast
  Overview
  These gardens are part of the massive underground 
  menagerie of flora and fauna that occupies nearly the 
  entirety of Underground Level 4.  Citizens and visitors alike 
  flock to the region to take in the sights and relax.
  Theme & Purpose
  Though constrained in comparison to the Entry Gardens of 
  the Ground Level, the gardens in Underground Level 4 are 
  wild and magical in much the same manner as the Druid 
  Forest surrounding the Enclave itself on the surface.
  Default Secret Doors
  Unless otherwise indicated, all secret doors are of the 
  following profile:
  Access
  Default  
  Secret Door
    Locks: Door, Secret; using Context C; 
  closed and locked when encountered
  Areas of Interest
  DE-B4-CC-SE-1: Elevator Up
  This leads to “Map 147: Central Chamber (DE-B3-CC)” on 
  page 442.
  DE-B4-CC-SE-2: Elevator Courtyard
  Please see “Map 159: Central Chamber Elevator Courtyard 
  (DE-B4-EC)” on page 469 for more details.
  DE-B4-CC-SE-3: Northwest Garden
    Each round spent off the brick path in this area, there 
  is a 
    20% chance of triggering a roll on the Random 
  Encounters table.  Place any resulting monsters as 
  approaching from Location 7 and unaware of the party’s 
  presence.
  DE-B4-CC-SE-4: Treeline
    The shadows underneath this line of trees appears darker 
  than it should be.
  Although this seems quite sinister, it’s just a trick of the 
  light: there is no greater chance of encountering a monster 
  here than there is elsewhere in the Gardens.
  DE-B4-CC-SE-5: Benchpath
    A serene path winds through the garden here, flanked 
  by benches en route to encircle a huge green tree to the 
  north.
  While on this garden path, suspend all rolls for Random 
  Encounters.
  DE-B4-CC-SE-6: Greentree
    Disturbing this tree in any manner prompts an 
  immediate roll on the Random Encounters table.  Place 
  any resulting monsters as approaching from Location 10 
  and aware of the party’s presence.
  DE-B4-CC-SE-7: Southeast Secret
  This leads to “Map 153: Fissures Southeast (DE-B4-FSE-O)” 
  on page 457.
  DE-B4-CC-SE-8: Inner Path
  While on this pathway, suspend all rolls for random 
  encounters.  This is also where any NPCs identified as being 
  in this region will likely be located; a good place to “place” 
  them is on the bench near the path’s elbow.
  DE-B4-CC-SE-9: Outer Path
  While on this pathway, suspend all rolls for random 
  encounters.
  DE-B4-CC-SE-10: West Path
  While on this pathway, suspend all rolls for random 
  encounters.
  
  467
  Underground 4
  Map 158: Central Chamber Southwest (DE-B4-CC-SW)
  One square equals 5 ft.
  
  468
  Underground 4
  DE-B4-CC-SW: Gardens Southwest
  Overview
  These gardens are part of the massive underground 
  menagerie of flora and fauna that occupies nearly the 
  entirety of Underground Level 4.  Citizens and visitors alike 
  flock to the region to take in the sights and relax.
  Theme & Purpose
  Though constrained in comparison to the Entry Gardens of 
  the Ground Level, the gardens in Underground Level 4 are 
  wild and magical in much the same manner as the Druid 
  Forest surrounding the Enclave itself on the surface.
  Default Secret Doors
  Unless otherwise indicated, all secret doors are of the 
  following profile:
  Access
  Default  
  Secret Door
    Locks: Door, Secret; using Context C; 
  closed and locked when encountered
  Areas of Interest
  DE-B4-CC-SW-1: Elevator Up
  This leads to “Map 147: Central Chamber (DE-B3-CC)” on 
  page 442.
  DE-B4-CC-SW-2: Elevator Courtyard
  Please see “Map 159: Central Chamber Elevator Courtyard 
  (DE-B4-EC)” on page 469 for more details.
  DE-B4-CC-SW-3: Southwest Garden
    Each round spent off the brick path in this area, there 
  is a 
    10% chance of triggering a roll on the Random 
  Encounters table.  Place any resulting monsters as 
  approaching from Location 7 and unaware of the party’s 
  presence.
  DE-B4-CC-SW-4: Yellowtree
    At the base of this tree, something glints.
  A single gem has been placed here at the base of the trunk.  
  It is a somewhat obvious fake, but it carries emotional value 
  to he who placed it here.
  DE-B4-CC-SW-5: Redtree
    Disturbing this tree in any manner prompts an 
  immediate roll on the Random Encounters table.  Place 
  any resulting monsters as approaching from Location 10 
  and aware of the party’s presence.
  DE-B4-CC-SW-6: Tranquil Path
  While on this path, suspend all rolls for Random Encounters.
  DE-B4-CC-SW-7: Southwest Secret
  This leads to “Map 152: Fissures Southwest (DE-B4-FSW-O)” 
  on page 455.
  DE-B4-CC-SW-8: Inner Path
  While on this pathway, suspend all rolls for random 
  encounters.  This is also where any NPCs identified as being 
  in this region will likely be located; a good place to “place” 
  them is on the bench just to the north of the path’s elbow.
  DE-B4-CC-SW-9: Outer Path
  While on this pathway, suspend all rolls for random 
  encounters.
  DE-B4-CC-SW-10: West Path
  While on this pathway, suspend all rolls for random 
  encounters.
  
  469
  Underground 4
  Map 159: Central Chamber Elevator Courtyard (DE-B4-EC)
  One square equals 5 ft.
  
  470
  Underground 4
  DE-B4-EC: Elevator Courtyard
  Overview
  These gardens are part of the massive underground 
  menagerie of flora and fauna that occupies nearly the 
  entirety of Underground Level 4.  Citizens and visitors alike 
  flock to the region to take in the sights and relax.
  Theme & Purpose
  Though constrained in comparison to the Entry Gardens of 
  the Ground Level, the gardens in Underground Level 4 are 
  wild and magical in much the same manner as the Druid 
  Forest surrounding the Enclave itself on the surface.
  Areas of Interest
  DE-B4-EC-1: Elevator Up
  This leads to “Map 147: Central Chamber (DE-B3-CC)” on 
  page 442.
  DE-B4-EC-2: Northwest Courtyard
    Polished floors greet you as you turn northwest.  Benches 
  sit in the peaceful shadow of the trees beyond.
  DE-B4-EC-3: Northeast Courtyard
    A yellow tree sits amidst a cluster of benches, offering 
  shade to those who would relax beneath.
  DE-B4-EC-4: Southeast Courtyard
    A reddish hue greets your gaze as you turn southeast: the 
  leaves of a beautiful but sparse tree linger over a series 
  of benches.
  DE-B4-EC-5: Southwest Courtyard
    Leaves of bluish-purple shade top a cluster of benches 
  here.
  Those who search in the tree’s planter may be rewarded:
  Access
  Contents
  Purple 
  Tree 
  Planter
    Perception 18 
  to discover
  Potions: Moderate
  DE-B4-EC-6: Pathway
    A clean red brick surrounds the elevator and extends far 
  off in each cardinal direction.
  While on this brick pathway, suspend all rolls for Random 
  Encounters.
  
  471
  NPCs
  Dramatis Personae & Common 
  NPCs
  
  472
  NPCs
  Crunch and Fluff
  “Crunch” is a term commonly used to refer to the dozens of 
  statistics that describe a creature from the standpoint of raw 
  game mechanics.  Although there is a great deal of flexibility 
  in these stat blocks being used to convey flavor, demeanor, 
  behavior, and personality, such “softer” yet still important 
  game elements are often referred to as “fluff”.
  Each GM and player has their own relationship to these 
  game elements, and preferences as to their balance in 
  gameplay.  Some groups live by crunch, and largely ignore 
  fluff; adventures tend to be little more than an organized 
  dungeon crawl, and min/maxing your PC’s character 
  options and equipment is commonplace.  Other groups 
  focus solely on storytelling, and use game mechanics only 
  when it’s necessary to introduce a bit of randomness to the 
  proceedings.  
  You can have a great deal of fun at either end of the 
  spectrum, or anywhere in between!  To support the various 
  approaches to describing monsters and characters, this 
  adventure takes the approach of providing a great deal of 
  crunch, and a great deal of fluff.
  Some may consider this overkill, and it’s likely that some 
  gaming groups will ignore a portion of what follows to focus 
  on what matters most to their style of play.  That’s exactly 
  as it is intended to be used: hopefully it has everything you 
  need, so you can use it however you like!
  Quadded Stat Blocks and Default 
  Language
  A creature’s fluff uses language assuming that you are 
  playing the 
   Low level of difficulty version of that 
  creature.  For example, the Low level of an NPC might 
  wield a run-of-the-mill rapier, and the Elite version might 
  instead use a +3 corrosive burst rapier; the descriptions that 
  accompany that NPC would refer merely to her rapier as the 
  default equipment.  Similarly, any illustrations drawn will 
  typically use imagery associated with Low-challenge gear 
  and items.
  Header
  The header is simply the name of the monster.  NPCs have 
  a name, and also parenthetically their position, job title, 
  profession, or how they are best known.  
  Beneath this header is the subheading, which shows the 
  Challenge Rating of the creature, and the Experience 
  Points to be awarded if they are defeated.  Note that in the 
  context of quadded stat blocks, the CR/XP values shown 
  here are taken from the 
   Low difficulty version of the 
  creature.
  It’s worth noting that not every monster and NPC is meant 
  to be defeated in combat… in fact, the GM is encouraged 
  to award XP only for combat that is consistent with the 
  alignment and characters of the PCs, or if they are forced 
  into combat by circumstances beyond their control.  A Lawful 
  Good Paladin, for example, should not reap XP for conducting 
  a baseless murder spree of first-level townsfolk.
  Combat Tactics
  This section describes how the creature behaves prior to, 
  and once in, combat.  Some monsters are alarmingly simple 
  in this regard: “will fight the PCs on sight, and will fight 
  to the death” is about as straightforward as you can get, 
  here.  More nuanced NPCs may have a general statement as 
  to tactics, such as “will focus on melee opponents first, and 
  then move on to ranged enemies”.  Complex enemies may 
  have a round-by-round description of their approach, listing 
  the spells or techniques they choose to employ at each step 
  of the battle.
  Of course, as with most things, the GM is welcome to ignore 
  this section entirely and play the creature as they wish.
  Description
  All NPCs have some description here, conveying a general 
  sense of the character.  Monsters might have a physical 
  description, or a walk-through of how they emerge to face 
  the party when discovered.
  Appearance
  This section refers to the physical appearance of the 
  creature.  This is particularly important for NPCs who do not 
  have illustrations.
  Factions
  Nearly all NPCs belong, at least casually, to one or 
  more factions.  Which factions, and the extent of their 
  membership and involvement, are mentioned in this section.
  Attitude Tracker
  This section is meant to help track the NPC’s current 
  Attitude toward the party.  Pathfinder uses the five 
  classifications of Hostile, Unfriendly, Indifferent, Friendly, 
  and Helpful; this adventure introduces a bit more detail into 
  the equation.
  As with other elements of this adventure, the GM is 
  encouraged to use this approach to tracking NPC Attitude 
  only if it is desired; of course the GM may use alternate 
  approaches, house rules, or other rule systems to manage 
  
  473
  NPCs
  how NPCs view the party.
  An example of an Attitude Tracker is shown below.  The GM 
  is encouraged to use pencil to mark the current and changing 
  Attitude of each NPC as the game progresses.
  Note that some quests, conversation topics, plot activities, 
  and actions rely on a given NPC having a certain Attitude 
  toward the party, so it can be helpful to have some way 
  of managing the many different characters the PCs might 
  encounter in their journey through Berinncorte.
  Using the Attitude Tracker
  Attitude is measured on a 29-point scale: 1 is the worst 
  possible feeling an NPC can have toward the party, and 29 is 
  the most favorable.  This is referred to as an NPC’s Attitude 
  Value.
  The five Attitude classifications defined in the Pathfinder 
  Roleplaying Game correspond to roughly 6-point “blocks” 
  of these values.  Specifically, Attitude Values between 1-6 
  represent a Hostile character, values between 7-12 mean the 
  NPC is Unfriendly, Indifferent characters have Attitude 
  Values between 19 and 24, and any value of 25 or above 
  means the character is Helpful toward the party.  This is the 
  NPC’s Attitude overall.
  Each NPC has a “Starting Attitude”, and the for example, 
  “14 (Indifferent)”.  When the adventure begins, and with 
  no other considerations or complicating factors, this is the 
  NPC’s initial perspective on the party.
  Attitude Modifiers
  Beneath “Starting Attitude” can be one or more Attitude 
  Modifiers.  Each describes a scenario, and the effect it has 
  on that NPC’s Attitude Value.  
  Attitude Modifiers can be pre-existing, unchangeable 
  things, such as “Party Contains at Least One Elf”.  These 
  Modifiers should be taken into consideration as soon as the 
  party see the NPC, or even during pre-game setup by the GM.
  Some are action-based: for example, “Party Engages in 
  Conversation: +2”; in that scenario, the moment the party 
  approaches the NPC and greets her, that NPC’s Attitude 
  increases by 2 points.  Action-based Attitude Modifiers 
  only have an effect once; in the example above, if the party 
  approaches the NPC the next day and speaks with her, there 
  is no further effect to her Attitude.
  An NPC may have repeatable action-based Attitude 
  Modifiers; these may take effect multiple times, and are 
  usually phrased to make this obvious.  For example: “Each 
  Time the Party Slays a Giant Rat on the Property: +1”.
  Others have maximum effect caps.  In the example “Making 
  a Purchase (+1 per 50 gp spent, max 5)”, the NPC in question 
  will grow more fond of the party the more they buy… but 
  this caps out at +5 for 250 gp spent.  The party is of course 
  welcome to spend more money than that, but it will have no 
  further effect in terms of the NPC’s Attitude.
  Attitude Modifiers that cause an NPC’s Attitude to shift to 
  the range for a different classification take immediate effect 
  as it applies to Diplomacy rolls and the like.  For example, 
  if an NPC’s Attitude Value is 18 (Indifferent), and speaking 
  with her grants +1, this would bump her up from Indifferent 
  to Friendly.  So, starting a chat with her means the ensuing 
  conversation would take place with her being Friendly.
  Modifiers that would take an NPC’s Attitude Value above 
  29, or below 1, have no effect.
  Quadded Stat Blocks
  Below factions is the list of quadded stat blocks.  Note that 
  unless otherwise specified, bonuses and penalties from all 
  sources should be included already in the figures provided.  
  For example, the Attacks section should reflect ability 
  score modifiers, skill and feat modifiers, special ability / 
  special quality modifiers, and modifiers derived from the 
  enhancement bonuses of the weapon itself.
  The exception to this is effects coming from magical 
  weapons: for example, a corrosive light crossbow might 
  show as dealing 1d8 damage.  This value does not, however, 
  include the corrosive effect, which normally causes the 
  weapon to deal an additional 1d6 points of acid damage 
  when the effect is activated.
  Also of note is the Prepared Spells section.  For NPCs with 
  class levels of a spellcasting class that must prepare spells in 
  advance, this section reflects a suggested pool of spells that 
  have been memorized or that are otherwise ready to cast.  
  The GM is of course encouraged to modify the list as she 
  desires to fit the circumstances of gameplay; for example, 
  if the party starts attacking townsfolk willy-nilly, then 
  spellcasters in town might be more likely to ready defensive 
  and combat spells.
  Finally, the Treasure section in the stat blocks lists the 
  equipment normally carried or used by the creature.  Gold, 
  jewels, and non-combat items that do not have an impact on 
  game mechanics and crunch are not listed here.
  Special Abilities
  All special abilities, auras, special qualities, and other 
  remarkable effects that apply to the creature are described 
  here, in alphabetical order.
  Note that this section lists a complete set of possible special 
  abilities that apply to the creature taken from its 
   Elite 
  stat block.  Individual stat blocks above this section will list 
  out which special abilities / SQs apply to the creature in its 
  various forms of CR.
  With this, and the Feats section afterward, there is 
  considerable duplication—many NPCs have Low-Light 
  Vision, for example.  This is by design, and speaks to a 
  common complaint among GMs: bestiaries and NPC listings 
  are great for getting the vital details, but it’s often hard to 
  remember just exactly what the Power Attack feat means.  
  The intent with the Infinium Game Studios approach to 
  NPC and monster definitions is to make it as easy as possible 
  to play a given creature, without having to refer to multiple 
  other rulebooks.  GMs dancing among tomes, trying to 
  cross-reference dozens of characteristics to figure out what 
  the creature does next is unsatisfying, wasteful of time, and 
  takes everyone in the game out of immersion—“hold on, let 
  me remind myself what an Alchemist’s Explosive Bombs are 
  like” doesn’t exactly keep players on the edge of their seats!
  
  474
  NPCs
  Feats
  All feats taken by the creature in its class level progression 
  are listed here, in alphabetical order.  As with the Special 
  Abilities section, the list here is a superset of everything 
  that applies to the Elite version of the creature; specific feats 
  taken at lower-challenge iterations are listed in the Feats 
  section of the quadded stat block.
  Treasure
  If the creature carries wealth, jewels, or valuables beyond 
  their equipment listed earlier, such booty is described here.  
  Creatures whose only possessions are arms and armor might 
  not have this section at all.
  Habits and Logistics
  NPCs tend to have habits, particularly those with jobs.  The 
  Habits and Logistics section indicates where the NPC can 
  be found, when; typically there will be a Daytime and a 
  Nighttime listing here at minimum.  Characters may more 
  complex schedules as well, breaking down their day into 
  hour-by-hour chunks of time.
  This is useful fluff for GMs wishing to introduce an NPC in a 
  manner that fits with the character’s habits.
  Background
  Family history, dark deeds, secret agendas—it can all be 
  found in the Background section of an NPC.  Such backstory 
  might never be used at all, but sometimes, simply having 
  it in mind may help guide the GM as to the interaction and 
  behavior of an NPC when questioned by the PCs.
  Conversation
  Some NPCs have a lot to say; others, not so much.  
  Experienced GMs can create their own conversation trees 
  off the cuff in the midst of gameplay, but others may wish a 
  more explicit, prepared approach.  Noteworthy conversation 
  topics and responses are described here.
  In certain cases, the PCs may be able to get more information 
  if they are skilled at steering the dialogue in a certain 
  direction, or if they simply provide a bribe.  If having 
  sufficient skill or offering payment would reveal more than 
  normal, or if the PCs can apply pressure to get to the heart of 
  the matter, skill challenges are listed here as well, along with 
  the response that success at such a challenge will elicit.  
  Often, such “additional’ dialogue will follow from pressing 
  the conversation on a topic that has been listed earlier.
  
  475
  NPCs
  Table 35: Default Attitude Modifiers for All NPCs
  Type
  Trigger
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a crime
  -5
  Assumes the crime does not involve the NPC; stacks with other 
  modifiers that involve crimes against the NPC; does not stack 
  with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit murder
  -10
  Assumes the crime does not involve the NPC; stacks with other 
  modifiers that involve crimes against the NPC; does not stack 
  with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit murder 
  in self-defense
  -5
  Assumes the crime does not involve the NPC; stacks with other 
  modifiers that involve crimes against the NPC; does not stack 
  with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs defend a 
  bystander or innocent against violence
  +10
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against violence
  +15
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for information, 
  for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Action
  PCs heal or “boon” NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or effect; 
  maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length of time
  +5
  Does not stack with subsequent iterations of itself (maximum 
  effect +5 no matter how many times NPC joins party)
  Conversation
  PCs fail at an Intimidate check
  -2
  Per failed check; no maximum
  Conversation
  PCs fail at a non-Intimidate social skills 
  challenge
  -1
  Per failed check; no maximum
  
  476
  NPCs
  Table 36: Dramatis Personae Summary
  Name
  Page
  Profession
  Align
  Class
  Race
  Sex
  Gallianne Estrarch
  478
  Council Elder
  TN
  Oracle / Druid
  Elf
  F
  Ashrem Ilydron
  483
  Council Elder
  NE
  Druid / Aristocrat
  Half-Elf
  M
  Trotysse Airdarr
  488
  Council Elder
  NG
  Wizard / Druid
  Elf
  F
  Halabedarr
  493
  Council Elder
  NE
  Sorcerer / Druid
  Elf
  M
  Siriquille
  498
  Council Elder
  NG
  Druid
  Half-Elf
  F
  Usborn Tossercobb
  503
  Council Elder
  TN
  Druid / Ranger
  Halfling
  M
  Barksel 
  Ferubrankcht
  508
  Council Elder
  CN
  Druid
  Human
  M
  Groob
  513
  Blacksmith
  LN
  Ranger / Expert
  Half-Orc
  M
  Imay Aldreban
  518
  Healer
  NG
  Cleric
  Gnome
  F
  Allaha Gorrut
  523
  Sage
  CN
  Oracle
  Gnome
  F
  Forsythar
  528
  Tailor
  LN
  Expert
  Dwarf
  M
  Sannelle Goregut
  533
  Weapons Trainer
  CG
  Barbarian / Fighter Dwarf
  F
  Jaer
  538
  Druid Trainer
  NE
  Druid
  Half-Elf
  M
  Terjonne
  543
  Ranger Trainer
  LN
  Ranger
  Elf
  F
  Ulfgarre Thorngage
  548
  Herbalist/Apothecary
  LN
  Rogue / Expert
  Halfling
  F
  Seddyn
  552
  Provisioner
  LE
  Rogue
  Human
  M
  Plakk
  556
  Mercenary
  CN
  Fighter / Ranger
  Half-Orc
  M
  Gaeryn
  560
  Mercenary
  NE
  Rogue
  Human
  M
  Tultokka
  564
  Mercenary
  CG
  Barbarian
  Tiefling
  F
  Wubafix
  568
  Black Market Leader
  LE
  Rogue
  Human
  M
  Kerrithe
  572
  Blackmail Leader
  CN
  Bard / Rogue
  Halfling
  F
  Darrlie
  576
  Assassin
  NE
  Rogue
  Half-Elf
  F
  Rannos Rannthak
  580
  Noble
  LN
  Ranger / Aristocrat Half-Elf
  M
  Anastrianna 
  Liadon
  585
  Noble
  NE
  Aristocrat
  Elf
  F
  Meliannthe
  590
  Socialite
  LG
  Aristocrat / Bard
  Half-Elf
  F
  Phaelynne Helliar
  595
  Merchant Queen
  CE
  Bard / Aristocrat
  Elf
  F
  Klasandrel Sulidan
  600
  Merchant Prince
  LG
  Ranger / Aristocrat Half-Elf
  M
  Lia Ilphur
  605
  Lone Crusader
  CG
  Cleric
  Elf
  F
  Wyrida
  615
  Special Operative of the 
  Council
  LN
  Ranger / Druid
  Half-Elf
  F
  Clarida
  610
  Wyrida’s younger sister
  LN
  Ranger / Druid
  Half-Elf
  F
  
  477
  NPCs
  Dramatis Personae
  
  478
  NPCs
  Gallainne Estarch
  Overview
  She currently is the ranking, Senior Elder in the Council of 
  Elders in the Druid Enclave.  
  Appearance & Demeanor
  Gallainne is regal and refined.  Typically well-dressed, she 
  will choose garments to reveal the swaths of curving tattoos 
  that are scattered across her body.
  Politically savvy, Gallainne is well aware that her position as 
  Senior Elder is neither secure nor a lifetime appointment.  
  She is cautious and careful in her speech, and takes pains to 
  not alienate anyone unless she cannot avoid it.
  Background
  Gallainne hails from noble birth, and carries the presence of 
  that heritage with her.  
  She began her life with the Enclave as a Farsight Guard, 
  rising in the ranks of Enclave Security and gaining political 
  traction until she was appointed Elder.
  Since becoming an Elder, she has positioned and allied 
  herself in a very strategic way, resulting in her current 
  position as Senior Elder.
  She owes a large portion of her success to her Faction 
  memberships: her role in the Scarlet Path has been to 
  feed information back to the guild at large, and her secret 
  Stalwart Society involvement is ever useful to gain friends 
  wherever she goes.  
  The Stalwart Society has made it a priority to elevate and 
  support Gallainne in her political endeavors, knowing that 
  it is a foothold toward a longer-term mastery over the 
  profitable and powerful Enclave.
  Combat Tactics
  Gallainne is not the most capable warrior, and is well aware 
  of this fact.  She will rely upon Enclave Security to do the 
  fighting on her behalf, and will escape if it is possible.
  While in the Druid Enclave, she may summon guards to her 
  if she is able to shout.  Reinforcements consist of 
    1d4-1 
  Elite Council Guard (minimum 0); 
    1d4 Enclave Elite 
  Guard, and 
    2d4 Enclave Guard.
  While outside the Druid Enclave, she may attempt to hail 
  for reinforcements.  These consist of 
    1d4-1 Enclave 
  Longstriders (minimum 0) and 
    2d4 Enclave Guard.  
  However, for each of these types of guard, there is only a 
    60% chance that any of that type of Guard show up; roll 
  separately for each type of guard.
  Faction Memberships
  Scarlet Path (semi-public); Stalwart Society (secret).
  Habits and Logistics
  In the daytime, there is an 
    80% chance she is in 
  the Council Chambers; this decreases to 
    30% in the 
  evenings.
  Whenever not in Council Chambers, she may be found in her 
  residence (p 208).
  Conversation
  Gallainne has little time to be wasted, but never wants to 
  make enemies.  As a result, she will almost always hold 
  audience with anyone who seeks it; however, she will keep 
  the time commitment to a minimum if she can.
  What do you think of the Enclave?
   
    “‘Tis an exemplar of community, in harmony with its 
  environs.  Though not without its faults as is any city, I 
  CR 7; XP 3,200
  Enclave Councilperson
  
  479
  NPCs
  have yet to see its equal.”
  What do you think of the Council of Elders?
   
    “We disagree, that is true... but that is at the very 
  root of our function: to share and evaluate different 
  perspectives, so that we might eventually agree 
  upon what is best for the community and its natural 
  surroundings.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “The Mines are essential to the Enclave’s success.  As 
  is the Enclave, to Mondaria’s.  It is a valued member of 
  our greater community.  Though it my be geographically 
  distant, Mondaria houses citizens who I view as being as 
  much a part of the Enclave as I myself am.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +1
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -8
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -1
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +2
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Hidden Alliances
    Summary: The party may discover that the Senior Elder 
  has a secret relationship with a faction.
    Rewards:   
    1,500 gp / 
    3,500 gp / 
    5,800 gp / 
    8,500 gp; up to 
    2 Reward Stars.
    Locations: Anywhere in the Druid Enclave.
    Key NPCs: Gallainne Estarch.
    Kickoff: The GM and/or the PCs may initiate this Quest 
  via two means: 
   
  First, the PCs may be speaking to Gallainne about her 
  allegiances, and they may make a passive 
    Sense 
  Motive check, opposed by the Elder’s Bluff.  Success on 
  the part of any party member means they sense that the 
  Elder is not telling the entire truth of the matter. 
   
  Alternately, another Elder, or even a common 
  Enclavefolk, might mention their own suspicions that 
  the Senior Elder may have attained her rank and position 
  through external influence.
    Description:
  To determine the truth of the matter, the PCs must question 
  Gallainne and navigate the following Skill Challenge:
    Hidden Alliances
    First Check: Sense Motive, opposed by Gallainne’s Bluff, 
  to confirm initial suspicions as to hiding something.
  Success means the party advances to the Second Check 
  below.
  Failure means the party’s audience with the Elder is at an 
  end for now.  They may seek further audience with her, but 
  must make all subsequent social skill checks against her with 
  a -1 cicumstance penalty.
    Second Check: Diplomacy or Sense Motive, opposed 
  by Gallainne’s Diplomacy, to introduce the topic of possible 
  other faction involvement.
  Failure reverts to the First Check; treat failure by 4 or more 
  points as having failed the First Check.
  Success advances to the Third Check; success by 5 or more 
  points concludes the Skill Challenge entire.
    Third Check: Diplomacy or Intimidate, opposed by 
  Gallainne’s Bluff, to get the Elder to admit to her other 
  connections.
  Failure of any magnitude reverts to the First Check.
  Success resolves the Skill Challenge and gets the Elder to 
  admit to her connections to the Stalwart Society.  
  Success of 5 or more points additionally reveals that the 
  Society has long-term plans to take over the Enclave’s 
  leadership.
    The PCs can, of course, ignore the rumors.  No impact is 
  recognized, although the party may return to this Quest 
  at any future time.
    Successfully navigating the Skill Challenge above is 
  worth 
    1 Reward Star; it is worth 
    2 Reward Stars 
  if the party succeeds in the final component that reveals 
  the Society’s long-term plans.
    If the party knows Gallainne’s secret, they may turn the 
  information over to another Elder, who will thank them 
  for their service to the Enclave community and reward 
  them with the gold described.
    If the party knows Gallainne’s secret, they may instead 
  attempt to blackmail her.  This is successful, and will 
  result in the Elder giving the PCs the monetary reward 
  described; however, she will immediately plot to have the 
  party killed... sparking its own Quest, most likely!
  
  480
  NPCs
  Gallainne Estarch
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Druid 4
  Druid 8
  Druid 12
  Druid 16
  Size / Aln
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  HP
  21
  40
  57
  74
  Armor 
  Class
  15
  16
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  7 
  (-2) 
  DEX 14 (+2) 
  CON 8 
  (-1) 
  INT 
  14 (+4) 
  WIS 
  16 (+5) 
  CHA 18 (+4)
  STR 
  7 
  (-2) 
  DEX 14 (+2) 
  CON 8 
  (-1) 
  INT 
  14 (+6) 
  WIS 
  18 (+8) 
  CHA 18 (+4)
  STR 
  7 
  (-2) 
  DEX 14 (+2) 
  CON 8 
  (-1) 
  INT 
  14 (+7) 
  WIS 
  20 (+10) 
  CHA 18 (+4)
  STR 
  7 
  (-2) 
  DEX 14 (+2) 
  CON 8 
  (-1) 
  INT 
  14 (+7) 
  WIS 
  20 (+11) 
  CHA 20 (+5)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  +2 Herbalism Kit
  Passive Perception 18
  +4 Herbalism Kit
  Passive Perception 20
  +5 Herbalism Kit
  Passive Perception 21
  +6 Herbalism Kit
  Languages Common, Druidic, Dwarvish, Elvish
  Attacks
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Ranged Dart ) --> 20 ft.’: -6 
  (1d4+2); 80 ft.’: -6 (1d4+2) 
  Melee Dagger +6 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+2); 60 ft.’: +6 
  (1d4+2) 
  Ranged Dart ) --> 20 ft.’: -4 
  (1d4+2); 80 ft.’: -4 (1d4+2) 
  Melee Dagger +7 (1d4+2 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+2); 60 ft.’: 
  +7 (1d4+2) 
  Ranged Dart ) --> 20 ft.’: -3 
  (1d4+2); 80 ft.’: -3 (1d4+2) 
  Melee Dagger +8 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+2); 60 ft.’: +8 
  (1d4+2) 
  Ranged Dart ) --> 20 ft.’: -2 
  (1d4+2); 80 ft.’: -2 (1d4+2) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Longbow, Longsword, Mace, Quarterstaff, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear
  TN; Medium Humanoid (Elf)
  
  481
  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. 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.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) 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.
  Beast Spells Beginning at 18th level, you can cast many of your druid 
  spells in any shape you assume using Wild Shape. You can perform the 
  somatic and verbal components of a druid spell while in a beast shape, 
  but you aren’t able to provide material components.
  Druidic You know Druidic, the secret language of druids. You can speak 
  the language and use it to leave hidden messages. You and others who 
  know this language automatically spot such a message. Others spot the 
  message’s presence with a successful DC 15 Wisdom (Perception) check 
  but can’t decipher it without magic.
  Land’s Stride Starting at 6th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Recovery Starting at 2nd level, you can regain some of your 
  magical energy by sitting in meditation and communing with nature. 
  During a short rest, you choose expended spell slots to recover. The spell 
  slots can have a combined level that is equal to or less than 9, and none 
  of the slots can be 6th level or higher. You can’t use this feature again 
  until you finish a long rest For example, when you are a 4th-level druid, 
  you can recover up to two levels worth of spell slots. You can recover 
  either a 2nd-level slot or two 1st-level slots.
  Nature’s Sanctuary When you reach 14th level, creatures of the natural 
  world sense your connection to nature and become hesitant to attack 
  you. When a beast or plant creature attacks you, that creature must 
  make a Wisdom saving throw against your druid spell save DC: 19. On 
  a failed save, the creature must choose a different target, or the attack 
  automatically misses. On a successful save, the creature is immune to 
  this effect for 24 hours. The creature is aware of this effect before it 
  makes its attack against you.
  Nature’s Ward When you reach 10th level, you can’t be charmed or 
  frightened by elementals or fey, and you are immune to poison and 
  disease.
  Ritual Casting You can cast a druid spell as a ritual if that spell has the 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Natural Recovery, Ritual 
  Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, Ability 
  Score Increase, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Beast Spells, Bonus Cantrip, 
  Cantrips, Circle Spells, Druid 
  Circle, Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Timeless 
  Body, Wild Shape, Circle of 
  the Land
  Spell-
  casting
  Save DC 13; Spell Atk +5
  2nd: find traps; heat metal; 
  hold person
  1st: charm person; detect 
  magic; entangle; fog cloud
  Save DC 16; Spell Atk +8
  4th: confusion; dominate 
  beast
  3rd: conjure animals; dispel 
  magic; sleet storm
  2nd: find traps; heat metal; 
  hold person
  1st: charm person; detect 
  magic; entangle; fog cloud
  Save DC 18; Spell Atk +10
  6th: heal
  5th: geas; scrying
  4th: confusion; dominate 
  beast; locate creature
  3rd: conjure animals; dispel 
  magic; sleet storm
  2nd: find traps; heat metal; 
  hold person
  1st: charm person; detect 
  magic; entangle; fog cloud
  Save DC 19; Spell Atk +11
  8th: feeblemind
  7th: regenerate
  6th: heal
  5th: geas; scrying
  4th: confusion; dominate 
  beast; locate creature
  3rd: conjure animals; dispel 
  magic; sleet storm
  2nd: find traps; heat metal; 
  hold person
  1st: charm person; detect 
  magic; entangle; fog cloud
  Equipment
  Dagger; 
  dart (4x); 
  elven chain
  Dagger; 
  dart (4x); 
  +1 elven chain
  Dagger; 
  dart (4x); 
  +2 elven chain
  Dagger; 
  dart (4x); 
  +3 elven chain
  
  482
  NPCs
  ritual tag and you have the spell prepared.
  Timeless Body Starting at 18th level, the primal magic that you wield 
  causes you to age more slowly. For every 10 years that pass, your body 
  ages only 1 year.
  Wild Shape Starting at 2nd level, you can use your action to magically 
  assume the shape of a beast that you have seen before. You can use 
  this feature twice. You regain expended uses when you finish a short or 
  long rest. Your druid level determines the beasts you can transform into. 
  At 2nd level, for example, you can transform into any beast that has a 
  challenge rating of 1/4 or lower that doesn’t have a flying or swimming 
  speed. You can stay in a beast shape for a number of hours equal to 9. 
  You then revert to your normal form unless you expend another use of 
  this feature. You can revert to your normal form earlier by using a bonus 
  action on your turn. You automatically revert if you fall unconscious, drop 
  to 0 hit points, or die. While you are transformed, the following rules 
  apply: Your game statistics are replaced by the statistics of the beast, 
  but you retain your alignment, personality, and Intelligence, Wisdom, 
  and Charisma scores. You also retain all of your skill and saving throw 
  proficiencies, in addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus in its stat block is higher 
  than yours, use the creature’s bonus instead of yours. If the creature has 
  any legendary or lair actions, you can’t use them. When you transform, 
  you assume the beast’s hit points and Hit Dice. When you revert to your 
  normal form, you return to the number of hit points you had before 
  you transformed. However, if you revert as a result of dropping to 0 hit 
  points, any excess damage carries over to your normal form. For example, 
  if you take 10 damage in animal form and have only 1 hit point left, you 
  revert and take 9 damage. As long as the excess damage doesn’t reduce 
  your normal form to 0 hit points, you aren’t knocked unconscious. You 
  can’t cast spells, and your ability to speak or take any action that requires 
  hands is limited to the capabilities of your beast form. Transforming 
  doesn’t break your concentration on a spell you’ve already cast, however, 
  or prevent you from taking actions that are part of a spell, such as call 
  lightning, that you’ve already cast. You retain the benefit of any features 
  from your class, race, or other source and can use them if the new form is 
  physically capable of doing so. However, you can’t use any of your special 
  senses, such as darkvision, unless your new form also has that sense. 
  You choose whether your equipment falls to the ground in your space, 
  merges into your new form, or is worn by it. Worn equipment functions 
  as normal, but the DM decides whether it is practical for the new form to 
  wear a piece of equipment, based on the creature’s shape and size. Your 
  equipment doesn’t change size or shape to match the new form, and any 
  equipment that the new form can’t w ear must either fall to the ground or 
  merge with it. Equipment that merges with the form has no effect until 
  you leave the form.
  Circle of the Land The Circle of the Land is made up of mystics and sages 
  who safeguard ancient knowledge and rites through a vast oral tradition. 
  These druids meet within sacred circles of trees or standing stones to 
  whisper primal secrets in Druidic. The circle’s wisest members preside 
  as the chief priests of communities that hold to the Old Faith and serve 
  as advisors to the rulers of those folk. As a member of this circle, your 
  magic is influenced by the land where you were initiated into the circle’s 
  mysterious rites.
  
  483
  NPCs
  Ashrem Ilydron
  Overview
  Ashrem is a warrior, but of a scholarly mindset.  Seasoned in 
  battle, he longs for it, particularly as he gets frustrated with 
  the political aspects of his new position.
  Appearance & Demeanor
  Bearded and portly, he seems awkward in civil garb, and 
  increasingly awkward in battle dress, as his burgeoning 
  paunch has tended to interfere with the half-plate he 
  typically wears into battle.
  Ashrem is used to barking orders, yelling threats, and 
  otherwise commanding a situation with his voice and 
  actions, and his approach to the Council is little different 
  than that of his melee.
  Background
  Ashrem has ever been a fierce warrior, hailing from a 
  mercenary background.  When times grew peaceful, a 
  growingly-desperate Ashrem began to dedicate himself to 
  Druid-ly pursuits almost as a last resort to ensure a stable 
  income via magical deeds.
  As he himself would freely admit with a guffaw, he almost 
  accidentally ended up on the Council: as a mercenary 
  recently hired to bodyguard an ailing, venerable Elder of the 
  Council, Ashrem defended a would-be assassin, suffering 
  major injuries himself in the process.
  Although nature and disease soon finished the work of the 
  thwarted assassin, the dying Elder had been so impressed 
  with Ashrem’s dedication to task that he had arranged to step 
  down officially just prior to succumbing to ailment, naming 
  Ashrem as his replacement.
  Combat Tactics
  Ashrem relishes combat, particularly of the righteous and 
  unequivocal sort.  
  If attacked, or in defense of any of his fellow Councilpeople, 
  he will fight valiantly, defensively, and to the death, for in 
  his heart of hearts, he can truly think of no cleaner, more 
  satisfying end than to die at swordpoint in defense of the 
  needy.
  Faction Memberships
  Mace & Blade.
  Habits and Logistics
  In the daytime, there is an 
    60% chance he is in Council 
  Chambers; this decreases to 
    10% in the evenings.
  Whenever not in the Council Chambers, Ashrem can be found 
  in his residence (p 237).
  Conversation
  Ashrem is gruff, and largely uninterested in conversation, 
  though even he will acknowledge this is a frustrating 
  approach for a man whose job it is to deal with the public.
  What do you think of the Enclave?
   
    “It’s a city.  A good one.  Well run, at that, I suppose.  
  Good people.”
  What do you think of the Council of Elders?
   
    “We’re normal people, like the rest of you: prone to 
  mistakes, violence, hatred, frustrations, and prejudices 
  and the like.  We try hard, I will say; much as I hate what 
  some of these buffoons want to do and how they want to 
  do it, you can’t hate ‘em for lack of wanting to do what 
  they think is the right thing.  They’re wrong, of course, a 
  lot of the time, but still, motive counts for a lot, and I can 
  kinda respect that.”
  CR 7; XP 3,200
  Enclave Councilperson
  
  484
  NPCs
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “Mines are what give us our money.  Without that, we’d 
  be screwed, no way around it.  So thank the Gods it’s 
  there.” 
  (Shocking though it may be, Ashrem truly does not know 
  much more than this about the city and its mines.  He has 
  never shown an interest in Mondaria, and knows it only as 
  a source of stable revenue for the Enclave.)
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +1
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -3
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -4
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +1
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Shared Discovery
    Summary: Ashrem may join the party in a trip to the 
  Mondarian mines to discover what happened there.
    It should be noted that this Quest is really a hook into 
  the separate mega-adventure Dark Obelisk 2: The 
  Mondarian Elective.  This separate adventure book 
  is required to run this Quest; as a result, there’s no 
  reason to introduce this Quest into your Druid Enclave 
  exploration unless you intend to transition the party to 
  this DO2 adventure. 
   
  Similarly, of course, if your gaming group has already 
  encountered Mondaria City in the course of running Dark 
  Obelisk 2, Ashrem’s reaction to the topic should alter as 
  a result.
    Rewards:   
    4,000 gp / 
    8,000 gp / 
    14,000 gp 
  / 
    20,000 gp; Special (see Dark Obelisk 2 Adventure 
  Book).
    Locations: Druid Enclave; Mondaria City.
    Key NPCs: Ashrem Ilydron.
    Kickoff: Ashrem himself pretty much ignores Mondaria 
  and its rich mining operation, knowing its function and 
  vital place in the economy, but taking it for granted.  
  Simply speaking with Ashrem will not initiate the Quest. 
   
  If the PCs know already of the concerns around Mondaria 
  City—specifically, that it has been a long time since any 
  contact or shipments or income from the city—the Elder 
  will grow greatly concerned. 
   
  If the PCs have spoken about Mondaria City with 
  any other NPC, when they talk with Ashrem, he will 
  immediately proclaim his intent to travel there personally 
  to investigate. 
   
  This sparks the opportunity for the PCs to join him—or, 
  from the standpoint of gameplay mechanics, for Ashrem 
  to join the party as an allied NPC for the duration of the 
  Dark Obelisk 2 adventure.
    Description:
  It must be underscored that although many of the Council 
  are aware of the dark designs and dangerous greed that led 
  to the disaster in Mondaria City, Ashrem himself was and is 
  ignorant of the plot.  
  Whether the PCs believe him is an opportunity for good 
  roleplaying and discussion!
    The PCs can ignore Ashrem’s declared intent.  At the 
  GM’s discretion, Ashrem can spend some time—a few 
  days, perhaps—preparing for his trip, so the party might 
  change their mind before his departure.
    The proposition here is simple: Does the party want 
  to travel to Mondaria City, and investigate the strange 
  events in the mines underneath it?   
   
  If this is their intent, then having Ashrem along for the 
  journey can only be to their advantage. 
   
  During the trip, he will continue to operate as the eyes 
  and ears of the Council, and will seek to understand what 
  happened here much as the PCs themselves will likely 
  wish to do. 
    If Ashrem dies in the journey, his seat on the Council of 
  Elders remains vacant for the foreseeable future while 
  various parties and individuals squabble over succession.
    If Ashrem survives and returns to Mondaria City, he will 
  grant the PCs the additional monetary reward listed by 
  way of thanks for escorting him to the city.  Although the 
  PCs view it as Ashrem tagging along on their Quest to 
  Mondaria City, Ashrem himself views it quite the other 
  way around.
  
  485
  NPCs
  Ashrem Ilydron
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Druid 4
  Druid 8
  Druid 12
  Druid 16
  Size / Aln
  Medium NE 
  Half-Elf
  Medium NE 
  Half-Elf
  Medium NE 
  Half-Elf
  Medium NE 
  Half-Elf
  HP
  20
  47
  64
  84
  Armor 
  Class
  18
  19
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  9 
  (+1) 
  WIS 
  16 (+5) 
  CHA 14 (+2)
  STR 
  17 (+3) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  9 
  (+3) 
  WIS 
  18 (+8) 
  CHA 14 (+2)
  STR 
  17 (+3) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  9 
  (+4) 
  WIS 
  20 (+10) 
  CHA 14 (+2)
  STR 
  19 (+4) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  9 
  (+5) 
  WIS 
  20 (+11) 
  CHA 14 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  Armor - Disad on Stealth
  +2 Herbalism Kit
  Passive Perception 18
  Armor - Disad on Stealth
  +4 Herbalism Kit
  Passive Perception 20
  Armor - Disad on Stealth
  +5 Herbalism Kit
  Passive Perception 21
  Armor - Disad on Stealth
  +6 Herbalism Kit
  Languages Common, Druidic, Dwarvish, Elvish
  Attacks
  Melee Mace +5 (1d6+3 ) 
  Melee +1 Mace  +8 (1d6+4 ) Melee +2 Mace  +10 
  (1d6+5 ) 
  Melee +3 Mace +13 (1d6+7 
  ) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
  NE; Medium Humanoid (Half-Elf)
  
  486
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Natural Recovery, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Ward, Ritual Casting, 
  Spellcasting, Spellcasting 
  Focus, Wild Shape, Circle of 
  the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  pellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Fey Ancestry, Languages, 
  Skill Versatility, Ability Score 
  Improvement, Beast Spells, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Timeless 
  Body, Wild Shape, Circle of 
  the Land
  Spell-
  casting
  Save DC 13; Spell Atk +5
  2nd: animal messenger; 
  barkskin; hold person
  1st: animal friendship; 
  charm person; jump; speak 
  with animals
  Save DC 16; Spell Atk +8
  4th: confusion; control 
  weater; ice storm
  3rd: call lightning; 
  protection from energy; 
  speak with plants
  2nd: animal messenger; 
  barkskin; hold person
  1st: animal friendship; 
  charm person; jump; speak 
  with animals
  Save DC 18; Spell Atk +10
  6th: find the path
  5th: insect plague; tree 
  stride
  4th: confusion; control 
  weater; ice storm
  3rd: call lightning; 
  protection from energy; 
  speak with plants
  2nd: animal messenger; 
  barkskin; hold person
  1st: animal friendship; 
  charm person; jump; speak 
  with animals
  Save DC 19; Spell Atk +11
  8th: control weather
  7th: reverse gravity
  6th: find the path
  5th: insect plague; tree stride
  4th: confusion; control 
  weater; ice storm
  3rd: call lightning; protection 
  from energy; speak with 
  plants
  2nd: animal messenger; 
  barkskin; hold person
  1st: animal friendship; charm 
  person; jump; speak with 
  animals
  Equipment
  Mace; 
  half plate armor;
  shield
  +1 mace; 
  +1 half plate armor;
  shield
  +2 mace; 
  +2 half plate armor;
  shield
  +3 mace; 
  +3 half plate armor;
  shield
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  Beast Spells Beginning at 18th level, you can cast many of your druid 
  spells in any shape you assume using Wild Shape. You can perform the 
  somatic and verbal components of a druid spell while in a beast shape, 
  but you aren’t able to provide material components.
  Druidic You know Druidic, the secret language of druids. You can speak 
  the language and use it to leave hidden messages. You and others who 
  know this language automatically spot such a message. Others spot the 
  message’s presence with a successful DC 15 Wisdom (Perception) check 
  but can’t decipher it without magic.
  Land’s Stride Starting at 6th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Recovery Starting at 2nd level, you can regain some of your 
  magical energy by sitting in meditation and communing with nature. 
  During a short rest, you choose expended spell slots to recover. The spell 
  slots can have a combined level that is equal to or less than 9, and none of 
  the slots can be 6th level or higher. You can’t use this feature again until 
  you finish a long rest For example, when you are a 4th-level druid, you 
  can recover up to two levels worth of spell slots. You can recover either a 
  2nd-level slot or two 1st-level slots.
  Nature’s Sanctuary When you reach 14th level, creatures of the natural 
  world sense your connection to nature and become hesitant to attack 
  you. When a beast or plant creature attacks you, that creature must 
  make a Wisdom saving throw against your druid spell save DC: 19. On 
  a failed save, the creature must choose a different target, or the attack 
  automatically misses. On a successful save, the creature is immune to 
  this effect for 24 hours. The creature is aware of this effect before it 
  makes its attack against you.
  Nature’s Ward When you reach 10th level, you can’t be charmed or 
  frightened by elementals or fey, and you are immune to poison and 
  disease.
  Ritual Casting You can cast a druid spell as a ritual if that spell has the 
  ritual tag and you have the spell prepared.
  Timeless Body Starting at 18th level, the primal magic that you wield 
  causes you to age more slowly. For every 10 years that pass, your body 
  ages only 1 year.
  Wild Shape Starting at 2nd level, you can use your action to magically 
  assume the shape of a beast that you have seen before. You can use 
  this feature twice. You regain expended uses when you finish a short or 
  long rest. Your druid level determines the beasts you can transform into. 
  At 2nd level, for example, you can transform into any beast that has a 
  challenge rating of 1/4 or lower that doesn’t have a flying or swimming 
  speed. You can stay in a beast shape for a number of hours equal to 9. 
  You then revert to your normal form unless you expend another use of 
  this feature. You can revert to your normal form earlier by using a bonus 
  action on your turn. You automatically revert if you fall unconscious, drop 
  
  487
  NPCs
  to 0 hit points, or die. While you are transformed, the following rules 
  apply: Your game statistics are replaced by the statistics of the beast, 
  but you retain your alignment, personality, and Intelligence, Wisdom, 
  and Charisma scores. You also retain all of your skill and saving throw 
  proficiencies, in addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus in its stat block is higher 
  than yours, use the creature’s bonus instead of yours. If the creature has 
  any legendary or lair actions, you can’t use them. When you transform, 
  you assume the beast’s hit points and Hit Dice. When you revert to your 
  normal form, you return to the number of hit points you had before 
  you transformed. However, if you revert as a result of dropping to 0 hit 
  points, any excess damage carries over to your normal form. For example, 
  if you take 10 damage in animal form and have only 1 hit point left, you 
  revert and take 9 damage. As long as the excess damage doesn’t reduce 
  your normal form to 0 hit points, you aren’t knocked unconscious. You 
  can’t cast spells, and your ability to speak or take any action that requires 
  hands is limited to the capabilities of your beast form. Transforming 
  doesn’t break your concentration on a spell you’ve already cast, however, 
  or prevent you from taking actions that are part of a spell, such as call 
  lightning, that you’ve already cast. You retain the benefit of any features 
  from your class, race, or other source and can use them if the new form is 
  physically capable of doing so. However, you can’t use any of your special 
  senses, such as darkvision, unless your new form also has that sense. 
  You choose whether your equipment falls to the ground in your space, 
  merges into your new form, or is worn by it. Worn equipment functions 
  as normal, but the DM decides whether it is practical for the new form to 
  wear a piece of equipment, based on the creature’s shape and size. Your 
  equipment doesn’t change size or shape to match the new form, and any 
  equipment that the new form can’t w ear must either fall to the ground or 
  merge with it. Equipment that merges with the form has no effect until 
  you leave the form.
  Circle of the Land The Circle of the Land is made up of mystics and sages 
  who safeguard ancient knowledge and rites through a vast oral tradition. 
  These druids meet within sacred circles of trees or standing stones to 
  whisper primal secrets in Druidic. The circle’s wisest members preside 
  as the chief priests of communities that hold to the Old Faith and serve 
  as advisors to the rulers of those folk. As a member of this circle, your 
  magic is influenced by the land where you were initiated into the circle’s 
  mysterious rites. 
  
  488
  NPCs
  Trotysse Airdarr
  Overview
  Trotysse tries to be a force of good on the Council, and in 
  the city... but the frequent conflicts between the interests 
  of citizens and the natural order of things makes life 
  challenging for her.
  Appearance & Demeanor
  Trotysse is a formidable presence.  Though she carries 
  no official rank beyond that of Elder, she is often seen in 
  headdresses that mimic those of royalty, leadin many to 
  consider her a de facto queen of some kind... which is indeed 
  her intent behind this behavior.
  She feigns a regal presence, even going so far as to refer to 
  herself as “we” much of the time.
  Background
  Trotysse grew up an orphan, but always kept a fantasy that 
  she had been given away by powerful, lordly parents as a 
  means of hiding her away and keeping her safe from jealous 
  political assassins.
  This particular fortune may not have been true, but she did 
  find a great deal of luck: well-off foster parents adopted her, 
  then less than two years afterwards, they both perished in 
  a tornado.  As her foster parents had noTrotysse inherited 
  everything
  Combat Tactics
  Though formidable in battle, she will engage only when 
  necessary or unavoidable.  
  She will fight recklessly until reduced to under half her 
  maximum hit points, and will then seek to disengage and 
  survive to fight another day.
  While in the Druid Enclave, she may summon guards to her 
  if she is able to shout.  Reinforcements consist of 
    1d4 
  Elite Council Guard; 
    1d6 Enclave Elite Guard, and 
    
  2d6-1 Enclave Guard.
  While outside the Druid Enclave, she may attempt to 
  hail for reinforcements.  These consist of 
    1d4 Enclave 
  Longstriders and 
    2d4 Enclave Guard.  However, for 
  each of these types of guard, there is only a 
    70% chance 
  that any of that type of Guard show up; roll separately for 
  each type of guard.
  Faction Memberships
  Thornpriests.
  Habits and Logistics
  In the daytime, there is a 
    90% chance she is in Council 
  Chambers; this decreases to 
    40% in the evenings.
  The remainder of her time, she will be in her residence (p 
  201).
  Conversation
  Trotysse almost always speaks with others as though she is 
  holding audience with them.  
  What do you think of the Enclave?
   
    “‘Tis a beautiful thing that we have forged here together, 
  and strive ever to keep intact.  At one with nature, in 
  harmony with all life, the Enclave is unique and a true 
  achievement.”
  What do you think of the Council of Elders?
  CR 7; XP 3,200
  Enclave Councilperson
  
  489
  NPCs
   
    “We each do our best.  Some are more successful than 
  otehrs in accomplishing our aims, but I do not for a 
  moment doubt the dedication of any of my colleagues... 
  though I do question their motives and ultimate 
  objectives at times.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “It is a crucial source of revenue, and a city of loyal 
  citizens.  They toil ever so that we might focus on what is 
  important in life, on their behalf.” 
  (any PC may make a 
    Perception check.  This is 
  opposed by Trotysse’s Bluff.  Success on the part of a 
  PC suggests that Trotysse knows much more than she is 
  letting on, but no amount of skill checks will convince her 
  to admit the truth: that she full well knows that contact 
  with the mining town has been lost.)
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +1
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -8
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -1
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +3
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Consequences & 
  Confrontation
    Summary: The PCs confront Trotysse about her role in 
  the horrible tragedy of Mondaria City.
    It should be noted that this Quest is hooks into and 
  assumes completion of the separate mega-adventure 
  Dark Obelisk 2: The Mondarian Elective.  
    Rewards:  Up to 
    2 Reward Stars.
    Locations: Druid Enclave Council of Elders chambers.
    Key NPCs: Trotysse Airdarr.
    Kickoff: If the PCs complete the Dark Obelisk 2 
  adventure, they may come be information that suggests 
  or even outright proves that the Druid Enclave Council of 
  Elders deliberately ordered the actions that resulted in 
  the massive tragedy there. 
   
  If the party comes to the Druid Enclave following the 
  conclusion of the Dark Obelisk 2 adventure, they will 
  almost certainly have pointed questions for the Council of 
  Elders.  Speaking with Trotysse in this context launches 
  the more detailed suspicions of the party, as it is clear 
  that the Elder has something to hide.
    Description:
  With the knowledge of the disaster in hand, and having 
  access to discussing the matter with Elders, the PCs have 
  some options:
    The party can simply let things lie as they are, knowing 
  or suspecting that the Council must have known about 
  the disaster and the events leading up to it, but having 
  either done nothing, or having intentionally led the city 
  to doom.  This is an odd decision for a Good- or Lawful-
  aligned party, but mechanically, it has no further impact 
  to the PCs.
    The main guts of the Quest takes the form of a Skill 
  Challenge, navigated between the PCs and Trotysse in 
  audience and confronting her on the matter of Mondaria 
  City and its mines:
    Consequences  & 
  Confrontation
    First Check: Diplomacy or Intimidate, opposed by 
  Trotysse’s Bluff, merely to introduce the topic in a manner 
  that does not immediately send the Elder running.
  Success advances to the Second Check.  
  Failure means the PCs must repeat the attempt.
  Failure by 4 or more points means the audience is at an end; 
  they must wait at least one day before seeking another, and 
  all further interactions the PCs have with Trotysse are at a -1 
  circumstance penalty, which is cumulative to multiple fails.
    Second Check: Intimidate or Sense Motive, opposed by 
  Trotysse’s Bluff, to get the Elder to admit she knows more 
  than she’s letting on.
  Treat all failures of the Second Check as though the party 
  had failed the First Check by the same amount.
  Success advances to the Third Check.
    Third Check: Intimidate or Diplomacy, opposed by 
  Trotysse’s Bluff, to get the Elder to admit her role.
  Failure reverts to the First Check.  If the PCs fail by 4 or 
  more points, Trotysse will attack the party immediately, 
  continuing combat until she is reduced to 3/4 her max hit 
  points or less, at which point she will flee.
  Success concludes the Skill Challenge.
   
  Once she admits her guilt, Trotysse will turn herself 
  in to the Council for justice; the PCs benefit from 
    2 
  Reward Stars for their achievement.
  
  490
  NPCs
  Trotysse Airdarr
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Wizard 4
  Wizard 8
  Wizard 12
  Wizard 16
  Size / Aln
  Medium NG  
  Elf (High)
  Medium NG  
  Elf (High)
  Medium NG  
  Elf (High)
  Medium NG  
  Elf (High)
  HP
  15
  34
  50
  66
  Armor 
  Class
  18
  19
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  9 
  (-1) 
  DEX 15 (+2) 
  CON 10 (+0) 
  INT 
  21 (+7) 
  WIS 
  16 (+5) 
  CHA 9 
  (-1)
  STR 
  9 
  (-1) 
  DEX 17 (+3) 
  CON 10 (+0) 
  INT 
  21 (+9) 
  WIS 
  16 (+7) 
  CHA 9 
  (-1)
  STR 
  9 
  (-1) 
  DEX 19 (+4) 
  CON 10 (+0) 
  INT 
  21 (+10) 
  WIS 
  16 (+8) 
  CHA 9 
  (-1)
  STR 
  10 (+0) 
  DEX 20 (+5) 
  CON 10 (+0) 
  INT 
  21 (+11) 
  WIS 
  16 (+9) 
  CHA 9 
  (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  Armor - Disad on STR 
  and DEX, saving throws
  Passive Perception 17
  Armor - Disad on STR and 
  DEX, saving throws
  Passive Perception 18
  Armor - Disad on STR 
  and DEX, saving throws
  Passive Perception 19
  Armor - Disad on STR and 
  DEX, saving throws
  Languages Common, Dwarvish, Elvish
  Attacks
  Ranged Longbow ) --> 150 
  ft.’: +4 (1d8+2); 600 ft.’: +4 
  (1d8+2) 
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Ranged Longbow ) --> 150 
  ft.’: +7 (1d8+3); 600 ft.’: +7 
  (1d8+3) 
  Melee +1 Dagger +8 
  (1d4+4) 
  Ranged +1 Dagger 20 ft.’: 
  +8 (1d4+4); 60 ft.’: +8 
  (1d4+4) 
  Ranged Longbow ) --> 150 
  ft.’: +9 (1d8+4); 600 ft.’: 
  +9 (1d8+4) 
  Melee +2 Dagger +11 
  (1d4+6 ) 
  Ranged +2 Dagger 20 ft.’: 
  +11 (1d4+6); 60 ft.’: +11 
  (1d4+6)
  Ranged Longbow ) --> 150 
  ft.’: +11 (1d8+5); 600 ft.’: 
  +11 (1d8+5) 
  Melee +3 Dagger +14 
  (1d4+8 ) 
  Ranged +3 Dagger 20 ft.’: 
  +14 (1d4+8); 60 ft.’: +14 
  (1d4+8) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Longbow, Longsword, Quarterstaff, Shortbow, Shortsword, Sling
  NG; Medium Humanoid (Elf)
  
  491
  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. 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.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) 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.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 9, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 
  2nd-level spell slot or two 1st-level spell slots.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Overchannel, 
  Potent Cantrip, Preparing 
  and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellbook, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellbook, Spellcasting, Spell 
  Mastery
  Spell-
  casting
  Save DC 15; Spell Atk +7
  2nd: hold person; 
  invisibility; rope trick
  1st: alarm; charm person; 
  floating disk; magic missile
  Save DC 17; Spell Atk +9
  4th: dimension door; 
  hallucinatory terrain; private 
  sanctum
  3rd: fear; fly; gaseous form
  2nd: hold person; invisibility; 
  rope trick
  1st: alarm; charm person; 
  floating disk; magic missile
  Save DC 18; Spell Atk +10
  6th: guards and wards
  5th: arcane hand; dream
  4th: dimension door; 
  hallucinatory terrain; private 
  sanctum
  3rd: fear; fly; gaseous form
  2nd: hold person; 
  invisibility; rope trick
  1st: alarm; charm person; 
  floating disk; magic missile
  Save DC 19; Spell Atk +11
  8th: mind blank
  7th: sequester
  6th: guards and wards
  5th: arcane hand; dream
  4th: dimension door; 
  hallucinatory terrain; private 
  sanctum
  3rd: fear; fly; gaseous form
  2nd: hold person; invisibility; 
  rope trick
  1st: alarm; charm person; 
  floating disk; magic missile
  Equipment
  Longbow;
  elven chain;
  dagger;
  arrows (20x)
  Longbow;
  +1 elven chain;
  +1 dagger;
  arrows (20x)
  Longbow;
  +2 elven chain;
  +2 dagger;
  arrows (20x)
  Longbow;
  +3 elven chain;
  +3 dagger;
  arrows (20x)
  
  492
  NPCs
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  Spell Mastery At 18th level, you have achieved such mastery over certain 
  spells that you can cast them at will. Choose a 1st-level wizard spell and 
  a 2nd-level wizard spell that are in your spellbook. You can cast those 
  spells at their lowest level without expending a spell slot when you have 
  them prepared. If you want to cast either spell at a higher level, you must 
  expend a spell slot as normal. By spending 8 hours in study, you can 
  exchange one or both of the spells you chose for different spells of the 
  same levels. 
  
  493
  NPCs
  Halabedarr
  Overview
  Halabedarr is a ruthless administrator with a focus on profit 
  and indulgence over lives.
  Appearance & Demeanor
  The venerable elf dresses in elaborate, colorful robes, 
  embracing the grandeur of both his race and his role in 
  society.  
  He typically wears a hooded cloak, robe, or vest with 
  elaborate refinements on top that suggest a crownlike 
  appearance.
  Although most on the Council of Elders effect a noble air 
  when granting audience or speaking with others, Halabadarr  
  takes this to an aloof extreme: his tone and body language 
  suggest that any non-Elder he converses with is barely worth 
  his time.
  Background
  Halabedarr used to be a killer, a mercenary for hire who 
  specialized in assassinations.  Sensing that his days were 
  numbered in this endeavor, he changed lifestyles, pursuing 
  instead a life of politics.
  In pressed by someone in whom he could confide, Halabedarr 
  would joke that the two professions are not unlike one 
  another, except that with assassinations, the nature of the 
  work is much more straightforward than in politics.
  Combat Tactics
  Halabedarr is well used to combat, and will target enemy 
  magic-wielders first.
  If ever reduced to fewer than half his maximum hit points, 
  the Elder will attempt to break off combat and flee if an 
  opportunity to do so exists.
  While in the Druid Enclave, he may summon guards to him 
  if he is able to shout.  Reinforcements consist of 
    1d4+2 
  Elite Council Guard; 
    1d6+2 Enclave Elite Guard, and 
    
  2d6 Enclave Guard.
  While outside the Druid Enclave, he may also try to hail 
  for reinforcements.  These consist of 
    1d4 Enclave 
  Longstriders and 
    1d8 Enclave Guard.  However, for 
  each of these types of guard, there is only a 
    80% chance 
  that any of that type of Guard show up; roll separately for 
  each type of guard.
  Faction Memberships
  Elven Administration.
  Habits and Logistics
  In the daytime, there is an 
    80% chance he is at the 
  Council Chambers; this decreases to 
    20% in the 
  evenings.  
  The remainder of the time, he will be in his residence (p 
  241).
  Conversation
  Halabedarr convinced Trotysse to back his secret play to get 
  Mondaria City to delve deeply into the mines and discover 
  the Dark Obelisk which lay underneath.  
  For the time being, her own guilt keeps Trotysse quiet about 
  the situation, but Halabedarr guards this secret with his life, 
  knowing that if the truth were discovered, it could ruin his 
  livelihood.
  Finally, Halabedarr views any conversation he has with a 
  non-Elder as an indulgence, a rare gift for the other party
  What do you think of the Enclave?
   
    “It’s a city.  A pretty one, I’ll grant, but one quite 
  deluded.  There are many who consider the Enclave to 
  be a structure at the pinnacle of civilization, something 
  CR 7; XP 3,200
  Enclave Councilperson
  
  494
  NPCs
  beyond what a city has and more in the model of what 
  a city should be.  These fools ignore the very painful 
  realities that still face us.  Crime.  Disease.  Poverty.  All 
  remain, despite our beautific facade.  No number of trees 
  or flowers will change human nature, I’m afraid.”
  What do you think of the Council of Elders?
   
    “We pretend as though we are one with nature, and I’ll 
  recognize that some on the Council even try to make that 
  so.  But we’re not.  We’re beyond nature, and nature is 
  subject to our will.  We bend it to our benefit.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “It’s a mining town, if I’m not mistaken. 
  (any PC may make a 
    Sense Motive check.  This is 
  opposed by Halabedarr’s Bluff, with a +2 circumstance 
  bonus to the Elder.  Success on the part of a PC means 
  they strongly suspect that the elf is hiding something.)
  Additional Attitude Modifiers
  Modifier
  Circumstance
  -2
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -5
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +1
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Greed & Evil
    Summary: The PCs confront Halabedarr about his role in 
  the horrible tragedy of Mondaria City.
    It should be noted that this Quest is hooks into and 
  assumes completion of the separate mega-adventure 
  Dark Obelisk 2: The Mondarian Elective.  
    Rewards:  
    2,000 gp / 
    4,000 gp / 
    7,500 gp / 
    12,500 gp; up to 
    3 Reward Stars.
    Locations: Druid Enclave Council of Elders chambers.
    Key NPCs: Halabedarr.
    Kickoff: If the PCs complete the Dark Obelisk 2 
  adventure, they may come be information that suggests 
  or even outright proves that the Druid Enclave Council of 
  Elders deliberately ordered the actions that resulted in 
  the massive tragedy there. 
   
  If the party comes to the Druid Enclave following the 
  conclusion of the Dark Obelisk 2 adventure, they will 
  almost certainly have pointed questions for the Council of 
  Elders.  Speaking with Halbedarr in this context launches 
  the more detailed suspicions of the party, as it is clear 
  that the Elder has something to hide.
    Description:
  With the knowledge of the disaster in hand, and having 
  access to discussing the matter with Elders, the PCs have 
  some options:
    The party can ignore the suspicion on Halabedarr.  This 
  is an odd decision for a Good- or Lawful-aligned party, 
  but mechanically, it has no further impact to the PCs.
    The main guts of the Quest takes the form of a Skill 
  Challenge, navigated between the PCs and Halbedarr in 
  audience and confronting her on the matter of Mondaria 
  City and its mines.
   
  Halbedarr has a +2 circumstance bonus on all social 
  interactions.  If the PCs have already spoken to Trotysse 
  and successfully gotten her to reveal her own role, this 
  bonus changes to a -2 penalty on the elf.
    Greed & Evil
    First Check: Diplomacy, opposed by Halbedarr’s Bluff, 
  merely to introduce the topic in a manner that does not 
  immediately send the Elder running.  
  Success advances to the Second Check.  
  Failure means the audience is at an end; the PCs must wait at 
  least one day before seeking another.
    Second Check: Intimidate or Sense Motive, opposed by 
  Halabedarr’s Bluff, to get the Elder to admit he knows more 
  than he’s admitting to.
  Failure reverts to the First Check; success advances to the 
  Third Check.
    Third Check: Intimidate, opposed by Halabedarr’s Bluff, 
  to get the Elder to admit his pivotal role in the disaster.
  Failure reverts to the First Check.  If the PCs fail by 4 or 
  more points, Halabedarr will summon guards and attack the 
  party immediately, continuing combat until he is reduced to 
  1/2 his max hit points or less, at which point he will flee.
  Success concludes the Skill Challenge.
    Once he admits his greed and guilt, Halabedarr will 
  summon guards and attack the PCs.  There is a chance 
  the guards will have overheard the confession, however, 
  and thus will be at a disadvantage: their attack rolls and 
  skill checks against the PCs suffer a circumstance penalty 
  equal to the amount by which the PCs passed the Third 
  Check above. 
   
  Successfully defeating the Elder will grant the PCs the 
  monetary reward listed as thanks from the Council, and 
    3 Reward Stars for their achievement.
  
  495
  NPCs
  Halabedarr
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Sorcerer 4
  Sorcerer 8
  Sorcerer 12
  Sorcerer 16
  Size / Aln
  Medium NE 
  Elf (High)
  Medium NE 
  Elf (High)
  Medium NE 
  Elf (High)
  Medium NE 
  Elf (High)
  HP
  18
  39
  58
  74
  Armor 
  Class
  18
  19
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’; Fly 30’
  Walk 30’; Fly 30’
  Ability 
  Scores / 
  Saves
  STR 
  9 
  (-1) 
  DEX 15 (+2) 
  CON 8 
  (+1) 
  INT 
  11 (+0) 
  WIS 
  17 (+3) 
  CHA 17 (+5)
  STR 
  9 
  (-1) 
  DEX 17 (+3) 
  CON 8 
  (+3) 
  INT 
  11 (+0) 
  WIS 
  17 (+3) 
  CHA 17 (+7)
  STR 
  9 
  (-1) 
  DEX 19 (+4) 
  CON 8 
  (+4) 
  INT 
  11 (+0) 
  WIS 
  17 (+3) 
  CHA 17 (+8)
  STR 
  9 
  (-1) 
  DEX 20 (+5) 
  CON 9 
  (+5) 
  INT 
  11 (+0) 
  WIS 
  17 (+3) 
  CHA 17 (+9)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  Armor - Disad on STR 
  and Dex checks, saving 
  throws, attacks
  Passive Perception 17
  Armor - Disad on STR 
  and Dex checks, saving 
  throws, attacks
  Passive Perception 18
  Armor - Disad on STR 
  and Dex checks, saving 
  throws, attacks
  Passive Perception 19
  Armor - Disad on STR 
  and Dex checks, saving 
  throws, attacks
  Languages Common, Draconic, Dwarvish, Elvish
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -2 (1d8+2); 320 
  ft.’: -2 (1d8+2) 
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +1 (1d8+3); 320 ft.’: 
  +1 (1d8+3) 
  Melee +1 Dagger +8 
  (1d4+4) 
  Ranged +1 Dagger 20 ft.’: 
  +8 (1d4+4); 60 ft.’: +8 
  (1d4+4) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +3 (1d8+4); 320 
  ft.’: +3 (1d8+4) 
  Melee +2 Dagger  +11 
  (1d4+6 ) 
  Ranged +2 Dagger  20 ft.’: 
  +11 (1d4+6); 60 ft.’: +11 
  (1d4+6)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +5 (1d8+5); 320 ft.’: 
  +5 (1d8+5) 
  Melee +3 Dagger +14 
  (1d4+8 ) 
  Ranged +3 Dagger  20 ft.’: 
  +14 (1d4+8); 60 ft.’: +14 
  (1d4+8) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Longbow, Longsword, Quarterstaff, Shortbow, Shortsword, Sling
  NE; Medium Humanoid (Elf)
  
  496
  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. 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.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) 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.
  Careful Spell When you cast a spell that forces other creatures to make a 
  saving throw, you can protect some of those creatures from the spell’s 
  full force. To do so, you spend 1 sorcery point and choose a number of 
  those creatures up to 3. A chosen creature automatically succeeds on its 
  saving throw against the spell.
  Creating Spell Slots Spell Slot Level-Sorcery Point Cost: 1st-2; 2nd-3; 
  3rd-5; 4th-6; 5th-7. Converting a Spell Slot to Sorcery Points. As a bonus 
  action on your turn, you can expend one spell slot and gain a number of 
  sorcery points equal to the slot’s level.
  Draconic Bloodline Your innate magic comes from draconic magic that 
  was mingled with your blood or that of your ancestors. Most often, 
  sorcerers with this origin trace their descent back to a mighty sorcerer of 
  ancient times who made a bargain with a dragon or who might even have 
  claimed a dragon parent. Some of these bloodlines are well established 
  in the world, but most are obscure. Any given sorcerer could be the 
  first of a new bloodline, as a result of a pact or some other exceptional 
  circumstance. You can speak, read, and write Draconic. Additionally, 
  whenever you make a Charisma check when interacting with dragons, 
  your proficiency bonus is doubled if it applies to the check.
  Draconic Presence Beginning at 18th level, you can channel the dread 
  presence of your dragon ancestor, causing those around you to become 
  awestruck or frightened. As an action, you can spend 5 sorcery points 
  to draw on this power and exude an aura of awe or fear (your choice) to 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cantrips, 
  Careful Spell, Creating Spell 
  Slots, Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Flexible Casting, 
  Font of Magic, Metamagic, 
  Sorcerous Origin, Sorcery 
  Points, Spell Casting, Subtle 
  Spell
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cantrips, 
  Careful Spell, Creating Spell 
  Slots, Draconic Bloodline, 
  Draconic Resilience, 
  Dragon Ancestor, Elemental 
  Affinity, Flexible Casting, 
  Font of Magic, Metamagic, 
  Quickened Spell, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting, Subtle Spell 
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cantrips, 
  Careful Spell, Creating Spell 
  Slots, Draconic Bloodline, 
  Draconic Resilience, 
  Dragon Ancestor, Dragon 
  Wings, Elemental Affinity, 
  Flexible Casting, Font 
  of Magic, Metamagic, 
  Quickened Spell, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting, Subtle Spell 
  Spellcaster Spell Slots, Ability 
  Score Increase, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cantrips, 
  Careful Spell, Creating Spell 
  Slots, Draconic Bloodline, 
  Draconic Presence, Draconic 
  Resilience, Dragon Ancestor, 
  Dragon Wings, Elemental 
  Affinity, Extended Spell, 
  Flexible Casting, Font 
  of Magic, Metamagic, 
  Quickened Spell, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting, Subtle Spell 
  Spell-
  casting
  Save DC 13; Spell Atk +5
  2nd: blur; levitate; 
  scorching rat
  1st: burning hands; color 
  spray; feather fall; fog cloud
  Save DC 15; Spell Atk +7
  4th: blight; confusion; ice 
  storm
  3rd: blink; haste; stinking 
  cloud
  2nd: blur; levitate; scorching 
  rat
  1st: burning hands; color 
  spray; feather fall; fog cloud
  Save DC 16; Spell Atk +8
  6th: move earth
  5th: creation; telekinesis
  4th: blight; confusion; ice 
  storm
  3rd: blink; haste; stinking 
  cloud
  2nd: blur; levitate; 
  scorching rat
  1st: burning hands; color 
  spray; feather fall; fog cloud
  Save DC 17; Spell Atk +9
  8th: earthquake
  7th: fire storm
  6th: move earth
  5th: creation; telekinesis
  4th: blight; confusion; ice 
  storm
  3rd: blink; haste; stinking 
  cloud
  2nd: blur; levitate; scorching 
  rat
  1st: burning hands; color 
  spray; feather fall; fog cloud
  Equipment
  Light crossbow;
  dagger;
  elven chain;
  crossbow bolts (10x)
  Light crossbow;
  +1 dagger;
  +1 elven chain;
  crossbow bolts (10x)
  Light crossbow;
  +2 dagger;
  +2 elven chain;
  crossbow bolts (10x)
  Light crossbow;
  +3 dagger;
  +3 elven chain;
  crossbow bolts (10x)
  
  497
  NPCs
  a distance of 60 feet. For 1 minute or until you lose your concentration 
  (as if you were casting a concentration spell), each hostile creature that 
  starts its turn in this aura must succeed on a Wisdom saving throw or be 
  charmed (if you chose awe) or frightened (if you chose fear) until the aura 
  ends. A creature that succeeds on this saving throw is immune to your 
  aura for 24 hours.
  Draconic Resilience As magic flows through your body, it causes physical 
  traits of your dragon ancestors to emerge. At 1st level, your hit point 
  maximum increases by 1 and increases by 1 again whenever you gain a 
  level in this class. Additionally, parts of your skin are covered by a thin 
  sheen of dragon-like scales. When you aren’t wearing armor, your AC 
  equals 13 + your Dexterity modifier.
  Dragon Ancestor At 1st level, you choose one type of dragon as your 
  ancestor. The damage type associated with each dragon is used by 
  features you gain later. Copper, Damage Type Acid. You can speak, read, 
  and write Draconic. Additionally, whenever you make a Charisma check 
  when interacting with dragons, your proficiency bonus is doubled if it 
  applies to the check.
  Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon 
  wings from your back, gaining a flying speed equal to your current speed. 
  You can create these wings as a bonus action on your turn. They last until 
  you dismiss them as a bonus action on your turn. You can’t manifest your 
  wings while wearing armor unless the armor is made to accommodate 
  them, and clothing not made to accommodate your wings might be 
  destroyed when you manifest them.
  Elemental Affinity Starting at 6th level, when you cast a spell that deals 
  damage of the type associated with your draconic ancestry, add 3 to 
  that damage. At the same time, you can spend 1 sorcery point to gain 
  resistance to that damage type for 1 hour. The damage bonus applies to 
  one damage roll of a spell, not multiple rolls.
  Extended Spell When you cast a spell that has a duration of 1 minute 
  or longer, you can spend 1 sorcery point to double its duration, to a 
  maximum duration of 24 hours.
  Flexible Casting You can use your sorcery points to gain additional spell 
  slots, or sacrifice spell slots to gain additional sorcery points. You learn 
  other ways to use your sorcery points as you reach higher levels. Creating 
  Spell Slots. You can transform unexpended sorcery points into one spell 
  slot as a bonus action on your turn. The Creating Spell Slots table shows 
  the cost of creating a spell slot of a given level. You can create spell slots 
  no higher in level than 5th. The created spell slots vanish at the end of a 
  long rest.
  Font of Magic At 2nd level, you tap into a deep wellspring of magic within 
  yourself. This wellspring is represented by sorcery points, which allow you 
  to create a variety of magical effects.
  Metamagic At 3rd level, you gain the ability to twist your spells to suit 
  your needs. You gain two of the following Metamagic options of your 
  choice. You gain another one at 10th and 17th level. You can use only 
  one Metamagic option on a spell when you cast it, unless otherwise 
  noted.
  Quickened Spell When you cast a spell that has a casting time of 1 action, 
  you can spend 2 sorcery points to change the casting time to 1 bonus 
  action for this casting.
  Sorcery Points You have 18 sorcery points. You can never have more 
  sorcery points than 18 at once. You regain all spent sorcery points when 
  you finish a long rest.
  Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast 
  it without any somatic or verbal components. 
  
  498
  NPCs
  Siriquille
  Overview
  Siriquille is nimble in both thought and deed, and has lately 
  been a force on the Council to move things along more 
  quickly than they have historically.
  Appearance & Demeanor
  Even though she has given up her former profession, old 
  habits die hard: Siriquille dresses in traveling garb, and 
  looks as though she either just returned from a long journey, 
  or is ready to embark on one immediately.
  She speaks rapidly, efficiently, and thoughtfully, delivering 
  messages in concise bites rather than the elaborate, regal 
  prose of her colleagues.
  Background
  Siriquille has been a messenger and delivery person in the 
  employ of the Squirrelheel Couriers for decades.  As a result 
  of her profession, she is well-liked and widely known; owing 
  to this, she was emplored to run for the Council of Elders, 
  and before she knew it, this crazy idea had succeeded.
  Combat Tactics
  Siriquille is a nimble warrior, but combat is not her forte, 
  and she is keenly aware of this.
  If ever reduced to fewer than half her maximum hit points, 
  the Elder will attempt to break off combat and flee if an 
  opportunity to do so exists.
  While in the Druid Enclave, she may summon guards to her 
  if she is able to shout.  Reinforcements consist of 
    1d4 
  Elite Council Guard (minimum 0); 
    1d4 Enclave Elite 
  Guard, and 
    2d4 Enclave Guard.  
  While outside the Druid Enclave, she may also try to hail 
  for reinforcements.  These consist of 
    1d4-1 Enclave 
  Longstriders (minimum 0), and 
    1d6 Enclave Guard.  
  However, for each of these types of guard, there is only a 
    65% chance that any of that type of Guard show up; roll 
  separately for each type of guard.
  Faction Memberships
  Leaf Whisperers; Squirrelheel Couriers (retired).
  Habits and Logistics
  In the daytime, there is a 
    65% chance she is in the 
  Council Chambers; this decreases to 
    30% in the 
  evenings.
  When not in the Chambers, Siriquille may be found in her 
  residence (p 239).
  Conversation
  Siriquille speaks concisely, and genuinely seems to want 
  what is best for the Enclave and its citizens.
  What do you think of the Enclave?
   
    “It’s a good example of what people can do if they try 
  hard.  It could always be better.”
  What do you think of the Council of Elders?
   
    “We try hard, but have competing interests, and 
  different ways of looking at problems.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “The mines bring income.  I worry, however, about the 
  citizens who work in them.”
  CR 7; XP 3,200
  Enclave Councilperson
  
  499
  NPCs
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +1
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -4
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -1
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +1
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Delivery Surrogate
    Summary: Deliver a note on Siriquille’s behalf.
    Rewards:   
    500 gp / 
    1,000 gp / 
    1,850 gp / 
    
  2,500 gp; up to 
    1 Reward Star.
    Locations: Anywhere in Druid Enclave.
    Key NPCs: Siriquille plus one other, random, named NPC.
    Kickoff: Speaking with Siriquille, if at the conclusion 
  of the conversation the PCs have not net damaged their 
  relationship with the Elder (i.e., the Attitude Tracker for 
  Siriquille does not show net negative), she will ask the 
  party’s help in delivering a package. 
   
  Randomly determine the intended recipient of the 
  package by rolling on any NPC Encounter table; for 
  example, the one appropriate for the location in which 
  the party encounters Siriquille.
    Description:
  The package is a wax-paper bundle wrapped with twine.  It 
  bears no obvious or hidden markings.  Handling the bundle 
  with any explorative intent reveals that the package holds 
  a dagger, either blunted for ceremonial purposes or dulled, 
  wrapped in some sort of cloth.
    The PCs could simply ignore the task, or refuse it.  
  Accepting the task without actually performing the deed 
  automatically incurs a -3 penalty to the party’s Attitude 
  Tracker with Siriquille; after a week, this increases to a 
  total of -10.
    Performing the delivery is straightforward, as the 
  recipient is somewhat expecting a package; they thank 
  the PCs for their service and give them a fulfillment 
  payment.  
   
  If the PCs deliver the item the same day they are asked to 
  take it, they receive the amount in full as listed.   
   
  If they are one or more days in delivering it, they receive 
  only half the listed amount.
    The PCs could open the package themselves.  This reveals 
  a somewhat ordinary-looking ceremonial dagger, roughly 
  the length of a hand.  It appears weathered, old, used, or 
  otherwise neither new nor regal.   
   
  The item has emotional value only, and is intended to be 
  used solely as a paperweight or letter-opener. 
   
  Delivering an opened package, there is a 
    30% chance 
  the recipient notices it has been opened.   
   
  If they do not notice, then the party receives their reward 
  as described above.  If the recipient does notice that the 
  party opened the package first, they receive only 5 gp as 
  a tip.
    Delivering an un-opened package the same day the 
  delivery is commissioned merits the party 
    1 Reward 
  Star.
  
  500
  NPCs
  Siriquille
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Druid 4
  Druid 8
  Druid 12
  Druid 16
  Size / Aln
  Small NG 
  Half-Elf
  Medium NG 
  Half-Elf
  Medium NG 
  Half-Elf
  Medium NG 
  Half-Elf
  HP
  21
  45
  57
  66
  Armor 
  Class
  14
  16
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0) 
  DEX 14 (+1) 
  CON 10 (+0) 
  INT 
  10 (+2) 
  WIS 
  18 (+6) 
  CHA 19 (+4)
  STR 
  10 (+0) 
  DEX 15 (+2) 
  CON 10 (+0) 
  INT 
  10 (+4) 
  WIS 
  18 (+8) 
  CHA 19 (+4)
  STR 
  10 (+0) 
  DEX 17 (+3) 
  CON 10 (+0) 
  INT 
  10 (+5) 
  WIS 
  18 (+9) 
  CHA 19 (+4)
  STR 
  10 (+0) 
  DEX 19 (+4) 
  CON 10 (+0) 
  INT 
  10 (+6) 
  WIS 
  18 (+10) 
  CHA 19 (+4)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 16
  +2 Herbalism Kit
  Passive Perception 18
  +4 Herbalism Kit
  Passive Perception 19
  +5 Herbalism Kit
  Passive Perception 20
  +6 Herbalism Kit
  Languages Common, Druidic, Dwarvish, Elvish
  Attacks
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Melee Spear +3 (1d6+1 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +3 (1d6+1); 60 ft.’: +3 
  (1d6+1) 
  Melee Dagger +6 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+2); 60 ft.’: +6 
  (1d4+2) 
  Melee +1 Spear  +7 (1d6+3) 
  Ranged +1 Spear 20 ft.’: +7 
  (1d6+3); 60 ft.’: +7 (1d6+3) 
  Melee Dagger +8 (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+3); 60 ft.’: 
  +8 (1d4+3) 
  Melee +2 Spear  +10 
  (1d6+5 ) 
  Ranged +2 Spear  20 ft.’: 
  +10 (1d6+5); 60 ft.’: +10 
  (1d6+5)
  Melee Dagger +10 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+4); 60 ft.’: 
  +10 (1d4+4) 
  Melee +3 Spear  +13 
  (1d6+7) 
  Ranged +3 Spear 20 ft.’: 
  +13 (1d6+7); 60 ft.’: +13 
  (1d6+7) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
  NG; Medium Humanoid (Half-Elf)
  
  501
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  Beast Spells Beginning at 18th level, you can cast many of your druid 
  spells in any shape you assume using Wild Shape. You can perform the 
  somatic and verbal components of a druid spell while in a beast shape, 
  but you aren’t able to provide material components.
  Druidic You know Druidic, the secret language of druids. You can speak 
  the language and use it to leave hidden messages. You and others who 
  know this language automatically spot such a message. Others spot the 
  message’s presence with a successful DC 15 Wisdom (Perception) check 
  but can’t decipher it without magic.
  Land’s Stride Starting at 6th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Recovery Starting at 2nd level, you can regain some of your 
  magical energy by sitting in meditation and communing with nature. 
  During a short rest, you choose expended spell slots to recover. The spell 
  slots can have a combined level that is equal to or less than 9, and none of 
  the slots can be 6th level or higher. You can’t use this feature again until 
  you finish a long rest For example, when you are a 4th-level druid, you 
  can recover up to two levels worth of spell slots. You can recover either a 
  2nd-level slot or two 1st-level slots.
  Nature’s Sanctuary When you reach 14th level, creatures of the natural 
  world sense your connection to nature and become hesitant to attack 
  you. When a beast or plant creature attacks you, that creature must 
  make a Wisdom saving throw against your druid spell save DC: 18. On 
  a failed save, the creature must choose a different target, or the attack 
  automatically misses. On a successful save, the creature is immune to 
  this effect for 24 hours. The creature is aware of this effect before it 
  makes its attack against you.
  Nature’s Ward When you reach 10th level, you can’t be charmed or 
  frightened by elementals or fey, and you are immune to poison and 
  disease.
  Ritual Casting You can cast a druid spell as a ritual if that spell has the 
  ritual tag and you have the spell prepared.
  Timeless Body Starting at 18th level, the primal magic that you wield 
  causes you to age more slowly. For every 10 years that pass, your body 
  ages only 1 year.
  Wild Shape Starting at 2nd level, you can use your action to magically 
  assume the shape of a beast that you have seen before. You can use 
  this feature twice. You regain expended uses when you finish a short or 
  long rest. Your druid level determines the beasts you can transform into. 
  At 2nd level, for example, you can transform into any beast that has a 
  challenge rating of 1/4 or lower that doesn’t have a flying or swimming 
  speed. You can stay in a beast shape for a number of hours equal to 9. 
  You then revert to your normal form unless you expend another use of 
  this feature. You can revert to your normal form earlier by using a bonus 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Natural Recovery, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Ward, Ritual Casting, 
  Spellcasting, Spellcasting 
  Focus, Wild Shape, Circle of 
  the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Fey Ancestry, Languages, 
  Skill Versatility, Ability Score 
  Improvement, Beast Spells, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Timeless 
  Body, Wild Shape, Circle of 
  the Land
  Spell-
  casting
  Save DC 14; Spell Atk +6
  2nd: flame blade; gust of 
  wind; spike growth
  1st: animal friendship; 
  charm person; entangle; 
  thunderwave
  Save DC 16; Spell Atk +8
  4th: dominate beast; stone 
  shape; stoneskin
  3rd: conjure animals; meld 
  into stone; wind wall
  2nd: flame blade; gust of 
  wind; spike growth
  1st: animal friendship; 
  charm person; entangle; 
  thunderwave
  Save DC 17; Spell Atk +9
  6th: conjure fey
  5th: antilife shell; wall of 
  stone
  4th: dominate beast; stone 
  shape; stoneskin
  3rd: conjure animals; meld 
  into stone; wind wall
  2nd: flame blade; gust of 
  wind; spike growth
  1st: animal friendship; 
  charm person; entangle; 
  thunderwave
  Save DC 18; Spell Atk +10
  8th: animal shapes
  7th: regenerate
  6th: conjure fey
  5th: antilife shell; wall of 
  stone
  4th: dominate beast; stone 
  shape; stoneskin
  3rd: conjure animals; meld 
  into stone; wind wall
  2nd: flame blade; gust of 
  wind; spike growth
  1st: animal friendship; 
  charm person; entangle; 
  thunderwave
  Equipment
  Dagger;
  spear;
  elven chain
  Dagger;
  +1 spear;
  +1 elven chain
  Dagger;
  +2 spear;
  +2 elven chain
  Dagger;
  +3 spear;
  +3 elven chain
  
  502
  NPCs
  action on your turn. You automatically revert if you fall unconscious, drop 
  to 0 hit points, or die. While you are transformed, the following rules 
  apply: Your game statistics are replaced by the statistics of the beast, 
  but you retain your alignment, personality, and Intelligence, Wisdom, 
  and Charisma scores. You also retain all of your skill and saving throw 
  proficiencies, in addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus in its stat block is higher 
  than yours, use the creature’s bonus instead of yours. If the creature has 
  any legendary or lair actions, you can’t use them. When you transform, 
  you assume the beast’s hit points and Hit Dice. When you revert to your 
  normal form, you return to the number of hit points you had before 
  you transformed. However, if you revert as a result of dropping to 0 hit 
  points, any excess damage carries over to your normal form. For example, 
  if you take 10 damage in animal form and have only 1 hit point left, you 
  revert and take 9 damage. As long as the excess damage doesn’t reduce 
  your normal form to 0 hit points, you aren’t knocked unconscious. You 
  can’t cast spells, and your ability to speak or take any action that requires 
  hands is limited to the capabilities of your beast form. Transforming 
  doesn’t break your concentration on a spell you’ve already cast, however, 
  or prevent you from taking actions that are part of a spell, such as call 
  lightning, that you’ve already cast. You retain the benefit of any features 
  from your class, race, or other source and can use them if the new form is 
  physically capable of doing so. However, you can’t use any of your special 
  senses, such as darkvision, unless your new form also has that sense. 
  You choose whether your equipment falls to the ground in your space, 
  merges into your new form, or is worn by it. Worn equipment functions 
  as normal, but the DM decides whether it is practical for the new form to 
  wear a piece of equipment, based on the creature’s shape and size. Your 
  equipment doesn’t change size or shape to match the new form, and any 
  equipment that the new form can’t w ear must either fall to the ground or 
  merge with it. Equipment that merges with the form has no effect until 
  you leave the form.
  Circle of the Land The Circle of the Land is made up of mystics and sages 
  who safeguard ancient knowledge and rites through a vast oral tradition. 
  These druids meet within sacred circles of trees or standing stones to 
  whisper primal secrets in Druidic. The circle’s wisest members preside 
  as the chief priests of communities that hold to the Old Faith and serve 
  as advisors to the rulers of those folk. As a member of this circle, your 
  magic is influenced by the land where you were initiated into the circle’s 
  mysterious rites.
  
  503
  NPCs
  Usborn Tossercobb
  Overview
  A gentle halfling, Usborn wants only peace among the 
  members of the Council.
  Appearance & Demeanor
  Usborn angers some by his noncommital attitude toward 
  conflict; in truth, the halfling fails to decide because he 
  knows from experience that one side typically loses... and 
  better to be associated with no victory than a loss.
  He’s oft seen smoking his pipe, whether in Council session 
  or not, and dresses as though he has just returned from the 
  woodshed.
  Despite this humble and common-folk appearance, however, 
  Usborn is victim to a typical Council behavior of acting as 
  though his counsel is a wisdom and rare gift.  
  Background
  Usborn came to the Enclave as a farmer with loftier goals.  
  He has always been crafty, if not outwardly innovative in 
  his designs.  There was an opportunity a decade ago where 
  a Council seat opened up, and popular wisdom at the time 
  was that it should be filled by a humble everyman type of 
  position.
  Usborn spoke with people in various factions, rallied their 
  support independent of each other, and made easy promises 
  to a number of people.
  Combat Tactics
  Usborn is most certainly not a fighter, but he’s been known 
  to wield when needed.  He will not willingly enter combat, 
  but will fight back if pressed to do so.
  If ever reduced to fewer than half her maximum hit points, 
  Usborn will attempt to break off combat and flee if an 
  opportunity to do so exists.
  While in the Druid Enclave, he may summon guards to him 
  if he is able to shout.  Reinforcements consist of 
    1d4-1 
  Elite Council Guard (minimum 0); 
    1d4-2 Enclave Elite 
  Guard (minimum 0), and 
    2d4-2 Enclave Guard.  
  While outside the Druid Enclave, he may also try to hail 
  for reinforcements.  These consist of 
    1d4-2 Enclave 
  Longstriders (minimum 0), and 
    1d6 Enclave Guard.  
  However, for each of these types of guard, there is only a 
    50% chance that any of that type of Guard show up; roll 
  separately for each type of guard.
  Faction Memberships
  Treekeepers.
  Habits and Logistics
  In the daytime, there is an 
    80% chance he is at the 
  Council Chambers; this decreases to 
    50% in the 
  evenings.
  When not in the Council Chambers, Usborn may be found in 
  his residence (p 196).
  Conversation
  Usborn will talk in circles forever if allowed to.  A running 
  joke in the Council is that Usborn has never actually 
  completed a sentence or statement; he always ends up cut 
  off by someone else after he has made his point several times 
  over.
  What do you think of the Enclave?
   
    “Ah, ‘tis beautiful, wouldn’t you say?  I mean, it’s not 
  without its flaws, but awfully full of charms, that’s for 
  sure, though some would say that perhaps there’s a bit 
  too much politicking going on, other people, you mind, 
  not people like me, saying that sort of thing—after all, 
  I’m part of the Council, so it wouldn’t look too proper 
  at all for a Councilman to be saying something like that 
  about the institution that he serves, that’s for sure, and 
  CR 7; XP 3,200
  Enclave Councilperson
  
  504
  NPCs
  as I always am wont to say, ‘there’s a thorn in damn near 
  every bush’, though I realize the original saying likely 
  has more flowers or even roses in it, but I’ve never really 
  been one for flowers, myself, mind you—much more of a 
  fern, or a tree, fella, I am; always interesting, the sorts 
  of ferns you might see along the bottom of the forest, 
  you know what I mean, the bottom layer, underneath the 
  canopy of the trees themselves, below where the smaller 
  bushes and brambles live, down low toward the ground 
  where the ferns, the animals who crawl, those sorts 
  of things, where they all live—that’s where one might 
  find the best ferns you’ve ever seen, and after all, isn’t 
  that the sort of thing you might come to the Enclave to 
  discover—I mean, not the Enclave proper, necessarily, 
  that would be more of an urban setting, too populated 
  to see much in the way of ferns, though I have certainly 
  seen a few in the lower levels, outside of where some 
  folk live, who have means to make a sort of subterranean 
  garden, which is something I’d adore, just adore, you see, 
  and—”
  What do you think of the Council of Elders?
   
    “We’re a lively bunch, that’s for certain, and not 
  shy about our attitudes toward much of anything, at 
  least in my experience, so it is, and though many folk 
  might chafe at that, I find that it’s not a bad thing, no 
  sir, not a bad thing at all, that opinions differ, for in 
  reality—which you and I currently are in, don’t you 
  know—opinions do differ, differ quite a bit, and having a 
  leadership comprised of strong-willed individuals with 
  a breathtaking variety of backgrounds and perspectives, 
  well, naturally, you’re gonna have those folk come 
  to a difference of mind when it comes to matters of 
  importance, otherwise they wouldn’t really be of much in 
  the way of being important at all to begin with, don’t you 
  know, which reminds me of this one time—”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “I’ve not heard much of Mondaria or its mines of late, 
  truth be told and now that you mention it, it’s more than 
  passing odd that we’ve not heard hide nor hair of our 
  ore, or income, or even our emissaries or travelers to and 
  from—as folk come and go quite a bit from here to there, 
  and back again—and it’s quite rare, yes quite rare indeed, 
  to not have the odd person or troupe or railcar lashed 
  to a wagon come back and forth and make the journey—
  which reminds me, I’ve got to speak with Ashrem about 
  just where in tarnation that income has got to, what with 
  the harvest coming up and bills needing paying and all 
  manner of folk with their hands out: gardeners, weeders, 
  dressers, tailors, all sorts of folks need—”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +3
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.  Add a further +1 
  for every full ten minutes of conversation the 
  PCs endure from Usborn, up to a maximum of 
  +9.  The GM is encouraged to make this a real-
  time conversation, if s/he feels up to roleplaying 
  the chatty halfling!)
  -3
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  +2
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Keep Him Busy
    Summary: The party is tasked with occupying Usborn 
  while a key vote occurs.
    Rewards:   
    500 gp / 
    1,250 gp / 
    2,000 gp / 
    
  2,800 gp; up to 
    1 Reward Star.
    Locations: May initiate anywhere (see below); outside 
  Council Chambers is most likely.
    Key NPCs: Usborn Tossercobb; any 1 other Elder.
    Kickoff: Once the PCs have conversed to any degree with 
  Usborn, the next time they chat with any other Elder on 
  the Council, that Elder will make the PCs the offer.
    Description:
  The Quest is quite simple: keep Usborn talking until a key 
  vote concludes.  The exact nature of the vote in question is 
  innocuous, and the goals are not of evil nature; it’s just that 
  the issue involved is quite dear to Usborn’s heart, and it’s 
  impossible to have a simple vote on the matter without the 
  halfling prattling on for literally hours.
    If the PCs ignore the request or decline it, there will 
  always be a similar opportunity in the future—Usborn 
  has many topics close to his heart!
    To fulfill the challenge, the PCs must keep Usborn 
  occupied in conversation for a long time—a full 5-10 
  minutes in real-time for the players and the GM is 
  encouraged.   
   
  Successfully dedicating themselves to this mundane 
  purpose merits 
    1 Reward Star, and the gold reward.
    Although this Quest hardly seems worth it at all, keep in 
  mind the wealth of roleplaying and humor opportunities 
  invovled here.  It’s also a good idea for sprinkles of 
  Rumors and Lore (p 107) to be inserted here during 
  the chat as an additional incentive!
  
  505
  NPCs
  Usborn Tossercobb
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Druid 4
  Druid 8
  Druid 12
  Druid 16
  Size / Aln
  Small TN  
  Halfling
  Small TN  
  Halfling
  Small TN  
  Halfling
  Small TN  
  Halfling
  HP
  27
  63
  83
  104
  Armor 
  Class
  15
  17
  18
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR 
  8 
  (-1) 
  DEX 12 (+1) 
  CON 13 (+1) 
  INT 
  13 (+3) 
  WIS 
  18 (+6) 
  CHA 14 (+2)
  STR 
  8 
  (-1) 
  DEX 14 (+2) 
  CON 13 (+1) 
  INT 
  13 (+5) 
  WIS 
  18 (+8) 
  CHA 14 (+2)
  STR 
  8 
  (-1) 
  DEX 16 (+3) 
  CON 13 (+1) 
  INT 
  13 (+6) 
  WIS 
  18 (+9) 
  CHA 14 (+2)
  STR 
  8 
  (-1) 
  DEX 16 (+4) 
  CON 13 (+1) 
  INT 
  13 (+7) 
  WIS 
  18 (+10) 
  CHA 14 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  +2 Herbalism Kit
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  +4 Herbalism Kit
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  +5 Herbalism Kit
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  +6 Herbalism Kit
  Languages Common, Druidic, Halfling
  Attacks
  Ranged Longbow (Small) 
  ) --> 150 ft.’: +1 (1d8+1); 
  600 ft.’: +1 (1d8+1) 
  Melee Dagger (Small) +3 
  (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged +1 Longbow ) --> 
  150 ft.’: +3 (1d8+3); 600 
  ft.’: +3 (1d8+3) 
  Melee Dagger (Small) +6 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 (1d4+2); 
  60 ft.’: +6 (1d4+2) 
  Ranged +2 Longbow ) --> 
  150 ft.’: +5 (1d8+5); 600 
  ft.’: +5 (1d8+5) 
  Melee Dagger +8 (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 
  (1d4+3); 60 ft.’: +8 
  (1d4+3) 
  Ranged +3 Longbow ) --> 
  150 ft.’: +7 (1d8+7); 600 
  ft.’: +7 (1d8+7) 
  Melee Dagger +10 (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+4); 60 ft.’: +10 
  (1d4+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
  TN; Small Humanoid (Halfling)
  
  506
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Natural Recovery, Ritual 
  Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Beast Spells, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Timeless 
  Body, Wild Shape, Circle of 
  the Land
  Spell-
  casting
  Save DC 14; Spell Atk +6
  2nd: heat metal; pass 
  without trace; protection 
  from poison
  1st: charm person; fog 
  cloud; jump; longstrider
  Save DC 16; Spell Atk +8
  4th: dominate beast; 
  hallucinatory terrain; ice 
  storm
  3rd: call lightning; dispel 
  magic; water walk
  2nd: heat metal; pass 
  without trace; protection 
  from poison
  1st: charm person; fog 
  cloud; jump; longstrider
  Save DC 17; Spell Atk +9
  6th: sunbeam
  5th: awaken; reincarnate; 
  tree stride
  4th: dominate beast; 
  hallucinatory terrain; ice 
  storm
  3rd: call lightning; dispel 
  magic; water walk
  2nd: heat metal; pass 
  without trace; protection 
  from poison
  1st: charm person; fog 
  cloud; jump; longstrider
  Save DC 18; Spell Atk +10
  8th: sunburst
  7th: mirage arcane
  6th: sunbeam
  5th: awaken; reincarnate; 
  tree stride
  4th: dominate beast; 
  hallucinatory terrain; ice 
  storm
  3rd: call lightning; dispel 
  magic; water walk
  2nd: heat metal; pass 
  without trace; protection 
  from poison
  1st: charm person; fog 
  cloud; jump; longstrider
  Equipment
  Longbow (small);
  arrows (20x);
  scale mail (small);
  dagger (small)
  +1 longbow (small);
  arrows (20x);
  +1 scale mail (small);
  dagger (small)
  +2 longbow (small);
  arrows (20x);
  +2 scale mail (small);
  dagger (small)
  +3 longbow (small);
  arrows (20x);
  +3 scale mail (small);
  dagger (small)
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Beast Spells Beginning at 18th level, you can cast many of your druid 
  spells in any shape you assume using Wild Shape. You can perform the 
  somatic and verbal components of a druid spell while in a beast shape, 
  but you aren’t able to provide material components.
  Druidic You know Druidic, the secret language of druids. You can speak 
  the language and use it to leave hidden messages. You and others who 
  know this language automatically spot such a message. Others spot the 
  message’s presence with a successful DC 15 Wisdom (Perception) check 
  but can’t decipher it without magic.
  Land’s Stride Starting at 6th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Recovery Starting at 2nd level, you can regain some of your 
  magical energy by sitting in meditation and communing with nature. 
  During a short rest, you choose expended spell slots to recover. The spell 
  slots can have a combined level that is equal to or less than 9, and none 
  of the slots can be 6th level or higher. You can’t use this feature again 
  until you finish a long rest For example, when you are a 4th-level druid, 
  you can recover up to two levels worth of spell slots. You can recover 
  either a 2nd-level slot or two 1st-level slots.
  Nature’s Sanctuary When you reach 14th level, creatures of the natural 
  world sense your connection to nature and become hesitant to attack 
  you. When a beast or plant creature attacks you, that creature must 
  make a Wisdom saving throw against your druid spell save DC: 18. On 
  a failed save, the creature must choose a different target, or the attack 
  automatically misses. On a successful save, the creature is immune to 
  this effect for 24 hours. The creature is aware of this effect before it 
  makes its attack against you.
  Nature’s Ward When you reach 10th level, you can’t be charmed or 
  frightened by elementals or fey, and you are immune to poison and 
  disease.
  Ritual Casting You can cast a druid spell as a ritual if that spell has the 
  
  507
  NPCs
  ritual tag and you have the spell prepared.
  Timeless Body Starting at 18th level, the primal magic that you wield 
  causes you to age more slowly. For every 10 years that pass, your body 
  ages only 1 year.
  Wild Shape Starting at 2nd level, you can use your action to magically 
  assume the shape of a beast that you have seen before. You can use 
  this feature twice. You regain expended uses when you finish a short or 
  long rest. Your druid level determines the beasts you can transform into. 
  At 2nd level, for example, you can transform into any beast that has a 
  challenge rating of 1/4 or lower that doesn’t have a flying or swimming 
  speed. You can stay in a beast shape for a number of hours equal to 9. 
  You then revert to your normal form unless you expend another use of 
  this feature. You can revert to your normal form earlier by using a bonus 
  action on your turn. You automatically revert if you fall unconscious, drop 
  to 0 hit points, or die. While you are transformed, the following rules 
  apply: Your game statistics are replaced by the statistics of the beast, 
  but you retain your alignment, personality, and Intelligence, Wisdom, 
  and Charisma scores. You also retain all of your skill and saving throw 
  proficiencies, in addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus in its stat block is higher 
  than yours, use the creature’s bonus instead of yours. If the creature has 
  any legendary or lair actions, you can’t use them. When you transform, 
  you assume the beast’s hit points and Hit Dice. When you revert to your 
  normal form, you return to the number of hit points you had before 
  you transformed. However, if you revert as a result of dropping to 0 hit 
  points, any excess damage carries over to your normal form. For example, 
  if you take 10 damage in animal form and have only 1 hit point left, you 
  revert and take 9 damage. As long as the excess damage doesn’t reduce 
  your normal form to 0 hit points, you aren’t knocked unconscious. You 
  can’t cast spells, and your ability to speak or take any action that requires 
  hands is limited to the capabilities of your beast form. Transforming 
  doesn’t break your concentration on a spell you’ve already cast, however, 
  or prevent you from taking actions that are part of a spell, such as call 
  lightning, that you’ve already cast. You retain the benefit of any features 
  from your class, race, or other source and can use them if the new form is 
  physically capable of doing so. However, you can’t use any of your special 
  senses, such as darkvision, unless your new form also has that sense. 
  You choose whether your equipment falls to the ground in your space, 
  merges into your new form, or is worn by it. Worn equipment functions 
  as normal, but the DM decides whether it is practical for the new form to 
  wear a piece of equipment, based on the creature’s shape and size. Your 
  equipment doesn’t change size or shape to match the new form, and any 
  equipment that the new form can’t w ear must either fall to the ground or 
  merge with it. Equipment that merges with the form has no effect until 
  you leave the form.
  Circle of the Land The Circle of the Land is made up of mystics and sages 
  who safeguard ancient knowledge and rites through a vast oral tradition. 
  These druids meet within sacred circles of trees or standing stones to 
  whisper primal secrets in Druidic. The circle’s wisest members preside 
  as the chief priests of communities that hold to the Old Faith and serve 
  as advisors to the rulers of those folk. As a member of this circle, your 
  magic is influenced by the land where you were initiated into the circle’s 
  mysterious rites. 
  
  508
  NPCs
  Barksel Ferubrankcht
  Overview
  Barksel can be used as a guide, and spends most of his time 
  away from the Enclave proper.  He is by a wide margin the 
  most animalistic and nature-oriented of the Council.
  Appearance & Demeanor
  Barksel is a beast of a man, and typically shapeshifts into 
  large actual beasts.  His every interaction speaks to his 
  preference of nature and animal over sentient; he would 
  much rather spend time in the wild than debating over a 
  minor point of parliamentary procedure with his elected 
  peers.  When pressed into society, he loves getting in the way 
  of his friends, often in animal form.
  Barksel wields a huge enchanted club made out of petrified 
  wood, called “Rocktillyadrop”, surely an inside joke that 
  makes sense only to the druid himself.
  His boar companion is ever-present: a point of minor 
  contention among his more civilized peers, but allowed, as 
  he would not show up if the beast were banned from Council 
  chambers.
  Background
  Barksel will tell you that he was was raised in the wild, by 
  the very beasts he now prefers to other humans and sentient 
  races.  This is only partway true: he had a stable, decent, 
  farming home, but the forest called to him, and even as a 
  child, he was drawn to it and spent nearly all his time there.
  Friends, family, and responsibility: he shunned them all, in 
  favor of solitude and exploration.  
  Pursuing the mysteries of Druidic life was hardly a far-
  fetched result, though disliking civilization, Barksel did often 
  find it challenging to advance.  What resulted is a solid, 
  fearsome, and animalistic Druid, competent in his abilities 
  despite their being almost entirely self-taught.
  One might, upon casual introduction, wonder how in the 
  world Barksel ended up one of a handful of powerful citizens 
  in charge of helping maintain order and shape the life of the 
  Enclave and its citizenry.  Indeed, there are many days where 
  Barksel himself ponders this question, though only briefly, 
  before prancing off to stag parties in beast form.
  The truth is that Barksel was maneuvered into the position.  
  As a bestial loner attuned to the forest, and as someone who 
  spends most of their time in the wild, Barksel was viewed as 
  uniquely positioned to represent the more animal nature of 
  Druidic life.  All others on the Council at the time, about five 
  years ago, represented sentient civilization in some manner; 
  even those most aligned toward woodland needs still had 
  their own political aims.  Barksel was viewed as neutral, a 
  stolid and constant representative of the forest.
  As it turned out, this goal was essentially achieved, 
  though Barksel is day-to-day much like the wild itself: 
  unpredictable, rarely trustworthy, and ultimately a force of 
  chaos and unsettlement in the domain of planning.
  Combat Tactics
  Barksel relishes a good fight, but his pure animal instincts 
  dictate sanity in the event that he is overmatched.
  Although he is an Elder, and is therefore entitled to 
  guards and reinforcements, Barksel will never summon 
  them, no matter the circumstances: some combination of 
  stubbornness and animal focus and simple forgetfulness will 
  prevent the act.
  Faction Memberships
  Wild Kingdom.
  Habits and Logistics
  In the daytime, there is an 
    30% chance he is in Council 
  CR 7; XP 3,200
  Enclave Councilperson
  
  509
  NPCs
  Chambers; this decreases to 
    5% in the evenings.
  When not in the Council Chambers, Barksel is out and about 
  in the Druid Forest surrounding the Enclave, often in stag 
  form,  hanging out with other stags, attneding what he refers 
  to as “stag parties”.
  Conversation
  There’s no other way to put it: Barksel does not like 
  people.  Speaking with him for any length of time makes 
  him irritable, unsettled, and eager for the hunt outside the 
  Enclave walls.
  What do you think of the Enclave?
   
    “It’s a city.  Got the same problems as any of ‘em.  Crime.  
  Politics.  Scheming.  Pettiness.”
  What do you think of the Council of Elders?
   
    “Guttersnipes and connivers, all of ‘em.  Except me; I’ve 
  got better things to do.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “The what?  Oh, the place with the dwarves and elves 
  who hate each other so they just keep digging.  I dunno.  
  Weird to not have heard from them, though.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  -2
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -5
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  -1
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Missing Elder
    Summary: The PCs are tasked with locating Barksel and 
  bringing him back to the Council Chambers. 
    Rewards:   
    750 gp / 
    1,500 gp / 
    3,000 gp / 
    
  5,000 gp; up to 
    1 Reward Star.
    Locations: Anywhere in the Druid Enclave.
    Key NPCs: Barksel Ferubrankcht; any one other Elder.
    Kickoff: If it is determined that Barksel is not in 
  attendance at the Council Chambers, and that at least 
  one other Council member is in the Chambers, then that 
  Councilmember asks the party’s help in bringing Barksel 
  back from the wild to participate in a vote that requires 
  all Elders to be present.
    Description:
  The matter at vote is not a crucial one, but decorum dictates 
  that all Elders be present in the Chambers in order to 
  proceed.  
  Barksel has not been seen in the Chambers for several days; 
  although this typically means he is due back for a bit, there’s 
  no reassurance that this is so.
  The party is asked to bring Barksel back.  If they have not 
  yet encountered the Elder, they are provided a description 
  and summary of the man.  It is suggested to the party that 
  Barksel is likely outside the Enclave walls, and that he is 
  almost certainly in animal form.
  Any scenario that results in Barksel returning to the Council 
  chambers as a result of the party’s actions merits the full 
  reward described.
    The party can ignore the request.  They suffer an 
  immediate -2 modifier to the Attitude Tracker of each 
  Elder present, but there is no other impact.   
   
  As Barksel is prone to going off, particularly when a 
  vote is required of him, the party will likely have the 
  opportunity to engage in this Quest again in the future.
    Finding Barksel requires navigating the following Skill 
  Challenge.  
    Here, Barky-Barky-Barky
    First Check: DC 
    12 / 
    14 / 
    16 / 
    18 Survival 
  or similar tracking skill to first take note of Barksel’s trail.  
  The party may re-attempt this check, but each failure takes 1 
  hour of misguided searching.  
  Success advances to the Second Check; success by 4 or more 
  points advances directly to the Third Check.
    Second Check: DC 
    16 / 
    18 / 
    20 / 
    22 
  Survival or tracking skill to locate the Elder now that he is 
  aware of the party’s presence.  
  Failure reverts the PCs to needing to re-attempt the First 
  Check; failure by 4+ points additionally wastes an hour.
  Success advances to the Third Check.
    Third Check: Diplomacy or Intimidate, opposed by 
  Barksel’s Sense Motive, to convince him to return.  Barksel 
  gains a +2 circumstance bonus on Intimidate checks if the 
  party uses that skill.  
  Failure reverts to the Second Check; failure by 5 or more 
  points starts the entire challenge over again.
  
  510
  NPCs
  Barksel Ferubrankcht
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Druid 5
  Druid 9
  Druid 13
  Druid 17
  Size / Aln
  Medium CN 
  Half-Orc
  Medium CN 
  Half-Orc
  Medium CN 
  Half-Orc
  Medium CN 
  Half-Orc
  HP
  19
  38
  72
  118
  Armor 
  Class
  12
  14
  15
  16
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5) 
  DEX 7 
  (-2) 
  CON 11 (+0) 
  INT 
  10 (+3) 
  WIS 
  18 (+7) 
  CHA 13 (+1)
  STR 
  20 (+5) 
  DEX 9 
  (-1) 
  CON 11 (+0) 
  INT 
  10 (+4) 
  WIS 
  18 (+8) 
  CHA 13 (+1)
  STR 
  20 (+5) 
  DEX 9 
  (-1) 
  CON 13 (+1) 
  INT 
  10 (+5) 
  WIS 
  18 (+9) 
  CHA 13 (+1)
  STR 
  20 (+5) 
  DEX 9 
  (-1) 
  CON 15 (+2) 
  INT 
  10 (+6) 
  WIS 
  18 (+10) 
  CHA 13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 17
  +3 Herbalism Kit
  Passive Perception 18
  +4 Herbalism Kit
  Passive Perception 19
  +5 Herbalism Kit
  Passive Perception 20
  +6 Herbalism Kit
  Languages Common, Druidic, Orc
  Attacks
  Melee Greatclub +8 
  (1d8+5)
  Melee Spear +8 (1d6+5 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +8 (1d6+5); 60 ft.’: +8 
  (1d6+5) 
  Melee Club +8 (1d4+5 ) 
  Melee Dagger +8 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+5); 60 ft.’: +8 
  (1d4+5) 
  Melee +1 Greatclub +10 
  (1d8+6)
  Melee Spear +9 (1d6+5 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +9 (1d6+5); 60 ft.’: +9 
  (1d6+5) 
  Melee Club +9 (1d4+5 ) 
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Melee +2 Greatclub +12 
  (1d8+7)
  Melee Spear +10 (1d6+5 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +10 (1d6+5); 60 ft.’: 
  +10 (1d6+5) 
  Melee Club +10 (1d4+5 ) 
  Melee Dagger +10 (1d4+5) 
  Ranged Dagger (Thrown) 
  20 ft.’: +10 (1d4+5); 60 
  ft.’: +10 (1d4+5) 
  Melee +3 Greatclub +14 
  (1d8+8)
  Melee Spear +11 (1d6+5 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +11 (1d6+5); 60 ft.’: 
  +11 (1d6+5) 
  Melee Club +11 (1d4+5 ) 
  Melee Dagger +11 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +11 (1d4+5); 60 ft.’: 
  +11 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
  CN; Medium Humanoid (Half-Orc)
  
  511
  NPCs
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. 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.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Druidic You know Druidic, the secret language of druids. You can speak 
  the language and use it to leave hidden messages. You and others who 
  know this language automatically spot such a message. Others spot the 
  message’s presence with a successful DC 15 Wisdom (Perception) check 
  but can’t decipher it without magic.
  Land’s Stride Starting at 6th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Recovery Starting at 2nd level, you can regain some of your 
  magical energy by sitting in meditation and communing with nature. 
  During a short rest, you choose expended spell slots to recover. The spell 
  slots can have a combined level that is equal to or less than 9, and none 
  of the slots can be 6th level or higher. You can’t use this feature again 
  until you finish a long rest For example, when you are a 4th-level druid, 
  you can recover up to two levels worth of spell slots. You can recover 
  either a 2nd-level slot or two 1st-level slots.
  Nature’s Sanctuary When you reach 14th level, creatures of the natural 
  world sense your connection to nature and become hesitant to attack 
  you. When a beast or plant creature attacks you, that creature must 
  make a Wisdom saving throw against your druid spell save DC: 18. On 
  a failed save, the creature must choose a different target, or the attack 
  automatically misses. On a successful save, the creature is immune to 
  this effect for 24 hours. The creature is aware of this effect before it 
  makes its attack against you.
  Nature’s Ward When you reach 10th level, you can’t be charmed or 
  frightened by elementals or fey, and you are immune to poison and 
  disease.
  Ritual Casting You can cast a druid spell as a ritual if that spell has the 
  ritual tag and you have the spell prepared.
  Wild Shape Starting at 2nd level, you can use your action to magically 
  assume the shape of a beast that you have seen before. You can use 
  this feature twice. You regain expended uses when you finish a short or 
  long rest. Your druid level determines the beasts you can transform into. 
  At 2nd level, for example, you can transform into any beast that has a 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Natural Recovery, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Ritual 
  Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Ward, Ritual Casting, 
  Spellcasting, Spellcasting 
  Focus, Wild Shape, Circle of 
  the Land
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Languages, Menacing, 
  Relentless Endurance, 
  Savage Attacks, Ability Score 
  Improvement, Bonus Cantrip, 
  Cantrips, Circle Spells, Druid 
  Circle, Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spell-
  casting
  Save DC 14; Spell Atk +6
  2nd: flame blade; hold 
  person; lesser restoration
  1st: charm person; faerie 
  fire; jump; longstrider
  Save DC 16; Spell Atk +8
  4th: dominate beast; giant 
  insect; stoneskin
  3rd: call lightning; meld into 
  stone; speak with plants
  2nd: flame blade; hold 
  person; lesser restoration
  1st: charm person; faerie 
  fire; jump; longstrider
  Save DC 17; Spell Atk +9
  6th: wall of thorns
  5th: commune with nature; 
  conjure elemental; wall of 
  stone
  4th: dominate beast; giant 
  insect; stoneskin
  3rd: call lightning; meld 
  into stone; speak with 
  plants
  2nd: flame blade; hold 
  person; lesser restoration
  1st: charm person; faerie 
  fire; jump; longstrider
  Save DC 18; Spell Atk +10
  8th: earthquake
  7th: fire storm
  6th: wall of thorns
  5th: commune with nature; 
  conjure elemental; wall of 
  stone
  4th: dominate beast; giant 
  insect; stoneskin
  3rd: call lightning; meld into 
  stone; speak with plants
  2nd: flame blade; hold 
  person; lesser restoration
  1st: charm person; faerie 
  fire; jump; longstrider
  Equipment
  Greatclub;
  breastplate;
  spear;
  club;
  dagger
  +1 greatclub;
  +1 breastplate;
  spear;
  club;
  dagger
  +2 greatclub;
  +2 breastplate;
  spear;
  club;
  dagger
  +3 greatclub;
  +3 breastplate;
  spear;
  club;
  dagger
  
  512
  NPCs
  challenge rating of 1/4 or lower that doesn’t have a flying or swimming 
  speed. You can stay in a beast shape for a number of hours equal to 8. 
  You then revert to your normal form unless you expend another use of 
  this feature. You can revert to your normal form earlier by using a bonus 
  action on your turn. You automatically revert if you fall unconscious, drop 
  to 0 hit points, or die. While you are transformed, the following rules 
  apply: Your game statistics are replaced by the statistics of the beast, 
  but you retain your alignment, personality, and Intelligence, Wisdom, 
  and Charisma scores. You also retain all of your skill and saving throw 
  proficiencies, in addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus in its stat block is higher 
  than yours, use the creature’s bonus instead of yours. If the creature has 
  any legendary or lair actions, you can’t use them. When you transform, 
  you assume the beast’s hit points and Hit Dice. When you revert to your 
  normal form, you return to the number of hit points you had before 
  you transformed. However, if you revert as a result of dropping to 0 hit 
  points, any excess damage carries over to your normal form. For example, 
  if you take 10 damage in animal form and have only 1 hit point left, you 
  revert and take 9 damage. As long as the excess damage doesn’t reduce 
  your normal form to 0 hit points, you aren’t knocked unconscious. You 
  can’t cast spells, and your ability to speak or take any action that requires 
  hands is limited to the capabilities of your beast form. Transforming 
  doesn’t break your concentration on a spell you’ve already cast, however, 
  or prevent you from taking actions that are part of a spell, such as call 
  lightning, that you’ve already cast. You retain the benefit of any features 
  from your class, race, or other source and can use them if the new form is 
  physically capable of doing so. However, you can’t use any of your special 
  senses, such as darkvision, unless your new form also has that sense. 
  You choose whether your equipment falls to the ground in your space, 
  merges into your new form, or is worn by it. Worn equipment functions 
  as normal, but the DM decides whether it is practical for the new form to 
  wear a piece of equipment, based on the creature’s shape and size. Your 
  equipment doesn’t change size or shape to match the new form, and any 
  equipment that the new form can’t w ear must either fall to the ground or 
  merge with it. Equipment that merges with the form has no effect until 
  you leave the form.
  Circle of the Land The Circle of the Land is made up of mystics and sages 
  who safeguard ancient knowledge and rites through a vast oral tradition. 
  These druids meet within sacred circles of trees or standing stones to 
  whisper primal secrets in Druidic. The circle’s wisest members preside 
  as the chief priests of communities that hold to the Old Faith and serve 
  as advisors to the rulers of those folk. As a member of this circle, your 
  magic is influenced by the land where you were initiated into the circle’s 
  mysterious rites. 
  
  513
  NPCs
  Groob
  Overview
  Groob is a competent blacksmith, but his profession 
  suppresses the warrior within who longs for battle.
    PC Replacement: Groob
  Given his desperate goal to return to a life of violence and/
  or adventuring, Groob may serve well as a replacement for 
  a dead PC, or to provide a PC opportunity to a newly-joining 
  player.
  Appearance & Demeanor
  Groob is short-tempered, but takes out his ire on his anvil.  
  He wears his hair long and straight, and frequently has ash 
  on it.  He rarely bathes, and smells ever of the forge and its 
  work.
  Background
  Groob was a warrior, and a violent one at that.  He fought 
  in whatever army would have him, and for whatever side 
  seemed to merit the most combat.  He cared little for 
  whether his side won or lost, only that he himself saw battle.
  Often were the cases where Groob put himself, his squad, or 
  his entire force at risk merely to wade into melee.  After one 
  such incident that cost the lives of more than a dozen of his 
  comrades, his commanding officer stripped Groob of his rank 
  and possessions, and turned him loose from his post.
  Since then, he has been effectively blacklisted from the 
  profession of soldier.  He spent two years wandering, trying 
  to find a battle company that would take him, only to find 
  that word of his tactics had spread far and wide.
  Eventually, he settled down to smithing.  At first, he turned 
  to the profession as a temporary measure, planning to earn 
  enough and use the tools of the trade to arm and armor 
  himself so that he might at least go adventuring.
  But a steady stream of income, and plenty of jobs, has kept 
  him civil for several years now.  
  The fire still burns within, of course, but for now, it is 
  applied to his craft, not to violence.
  Combat Tactics
  Groob desperately wants battle, so given any opportunity or 
  slight, he will gladly embrace the chance.  He will fight to the 
  death; once reduced to low health, he will be resigned to the 
  possibility of dying doing what he loves.
  Faction Memberships
  Order Mechanique.
  Habits and Logistics
  In the daytime, there is an 
    80% chance he is in his 
  blacksmith shop (p 185); this decreases to 
    20% in the 
  evenings.
  When not in his shop, Groob will be out and about either in 
  town, or outside the Enclave proper.
  Doing Business
  Groob sells all manner of mundane arms and armor in his 
  shop.  
  At higher Difficulty levels, Groob also carries magical arms 
  and armor, up to the following enhancement bonus or value: 
    mundane only / 250 gp;  
    masterwork / 500 gp;  
    +1 / 1,500 gp; 
    +2 / 5,000 gp
  Anything less than 1,000 gp in value, he typically carries; for 
  each 1,000 gp of value beyond that, he requires at least one 
  day’s worth of work to forge.
  CR 7; XP 3,200
  Blacksmith
  
  514
  NPCs
  Conversation
  Groob is all business in his conversations, unless offered the 
  opportunity
  What do you think of the Enclave?
   
    “It’s all right.  Plenty of need for arms and armor, there 
  is.”
  What do you think of the Council of Elders?
   
    “Pissants, the lot of ‘em.  Though don’t tell them I said 
  that; they keep me in the coin with their security forces, 
  that’s the truth.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “I’ve not gotten a shipment of ore in several weeks, 
  now.  Strange, that; usually I get at least one a week, 
  sometimes more than that.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +1
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -2
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -4
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +1
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Ore’s Well That Ends 
  Well
    Summary: While the mining town of Mondaria suffers, 
  its shipments of ore are stalled.  In these circumstances, 
  blacksmiths will pay dearly for raw materials.
    Rewards:  20% discount; variable gp (see below)
    Locations: Groob’s blacksmith shop.
    Key NPCs: Groob.
    Kickoff: Groob will mention his reliance upon the ore 
  shipments from Mondaria City, whether or not the 
  PCs are otherwise interested in or have had anything 
  to do with the Dark Obelisk 2 adventure.  Without the 
  ore shipments, he is in dire straights, and will pay 
  handsomely for any raw materials.
    Description:
  At any point, the PCs may sell raw forging materials (ore, 
  steel, iron, etc.) to Groob, who will pay 125% their typical 
  market value.  
  He will also buy used mundane equipment at full market 
  value.
    If the PCs are instrumental in completing the Dark 
  Obelisk 2: The Mondarian Elective adventure, Groob 
  will give them a permanent 20% discount on all items in 
  his shop.
  
  515
  NPCs
  Groob
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Ranger 4
  Ranger 8
  Ranger 12
  Ranger 16
  Size / Aln
  Medium LN 
  Half-Orc
  Medium LN 
  Half-Orc
  Medium LN 
  Half-Orc
  Medium LN 
  Half-Orc
  HP
  3667
  67
  89
  124
  Armor 
  Class
  15
  17
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  17 (+5) 
  DEX 8 
  (+1) 
  CON 14 (+2) 
  INT 
  9 
  (-1) 
  WIS 
  15 (+2) 
  CHA 8 
  (-1)
  STR 
  17 (+6) 
  DEX 10 (+3) 
  CON 14 (+2) 
  INT 
  9 
  (-1) 
  WIS 
  15 (+2) 
  CHA 8 
  (-1)
  STR 
  19 (+8) 
  DEX 10 (+4) 
  CON 14 (+2) 
  INT 
  9 
  (-1) 
  WIS 
  15 (+2) 
  CHA 8 
  (-1)
  STR 
  20 (+10) 
  DEX 10 (+5) 
  CON 15 (+2) 
  INT 
  9 
  (-1) 
  WIS 
  15 (+2) 
  CHA 8 
  (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Armor - Disad on Stealth
  Passive Perception 15
  Armor - Disad on Stealth
  Passive Perception 16
  Armor - Disad on Stealth
  Passive Perception 17
  Armor - Disad on Stealth
  Languages Common, Dwarvish, Elvish, Giant, Orc
  Attacks
  Melee Warhammer +5 
  (1d8+5 ) 
  Melee Light Hammer +5 
  (1d4+5 ) 
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +5 
  (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee +1 Warhammer 
  +7/+7 (1d8+6 ) 
  Melee Light Hammer +6/+6 
  (1d4+5 ) 
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +6/+6 
  (1d4+3); 60 ft.’: +6/+6 
  (1d4+3) 
  Melee +2 Warhammer 
  +10/+10 (1d8+8 ) 
  Melee Light Hammer +8/+8 
  (1d4+6 ) 
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +8/+8 
  (1d4+4); 60 ft.’: +8/+8 
  (1d4+4) 
  Melee +3 Warhammer 
  +13/+13 (1d8+10 ) 
  Melee Light Hammer 
  +10/+10 (1d4+7 ) 
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +10/+10 
  (1d4+5); 60 ft.’: +10/+10 
  (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  LN; Medium Humanoid (Half-Orc)
  
  516
  NPCs
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. 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.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Giant Killer When a Large or larger creature within 5 feet of you hits 
  or misses you with an attack, you can use your reaction to attack that 
  creature immediately after its attack, provided that you can see the 
  creature.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Hunter’s Prey At 3rd level, you gain one of the following features of your 
  choice.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage 
  Attacks, Ability Score 
  Improvement, Favored 
  Enemy, Fighting Style, Giant 
  Killer, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Dueling, 
  Humanoids, Grassland
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hunter, Hunter’s Prey, 
  Land’s Stride, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Dueling, Beasts, 
  Humanoids, Grassland, 
  Mountain
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Whirlwind 
  Attack, Dueling, Beasts, 
  Humanoids, Grassland, 
  Mountain, Swamp
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Superior Hunter’s 
  Defense, Uncanny Dodge, 
  Vanish, Whirlwind Attack, 
  Dueling, Beasts, Giants, 
  Humanoids, Grassland, 
  Mountain, Swamp
  Spell-
  casting
  Save DC 12; Spell Atk +4
  1st: alarm; cure wounds; 
  longstrider
  Save DC 13; Spell Atk +5
  2nd: barkskin; find traps; 
  lesser restoration
  1st: alarm; cure wounds; 
  goodberry; longstrider
  Save DC 14; Spell Atk +6
  3rd: nondetection; 
  protection from energy; 
  water walk
  2nd: barkskin; find traps; 
  lesser restoration
  1st: alarm; cure wounds; 
  goodberry; longstrider
  Save DC 15; Spell Atk +7
  4th: freedom of movement; 
  stoneskin
  3rd: nondetection; 
  protection from energy; 
  water walk
  2nd: barkskin; find traps; 
  lesser restoration
  1st: alarm; cure wounds; 
  goodberry; longstrider
  Equipment
  Warhammer;
  scale mail;
  shield;
  light hammer (3x)
  +1 warhammer;
  +1 scale mail;
  shield;
  light hammer (3x)
  +2 warhammer;
  +2 scale mail;
  shield;
  light hammer (3x)
  +3 warhammer;
  +3 scale mail;
  shield;
  light hammer (3x)
  
  517
  NPCs
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Multiattack Defense When a creature hits you with an attack, you gain a 
  +4 bonus to AC against all subsequent attacks made by that creature for 
  the rest of the turn.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. 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. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Uncanny Dodge When an attacker that you can see hits you with an 
  attack, you can use your reaction to halve the attack’s damage against 
  you.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Whirlwind Attack You can use your action to make a melee attack against 
  any number of creatures within 5 feet of you, with a separate attack roll 
  for each target.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Beasts Advantage on Wisdom (Survival) checks to track Beasts, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  Giants Advantage on Wisdom (Survival) checks to track Giants, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  Humanoids Advantage on Wisdom (Survival) checks to track Humanoids, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all. 
  
  518
  NPCs
  Imay Aldreban
  Overview
  Spunky and resourceful, Imay is a bit of a loner, at home in 
  the woods and with her weaponry.
  Appearance & Demeanor
  Imay is sharp-edged in dress and manner, cutting quick to 
  the point of any conversation and garbing herself in sharp 
  lines and edges.
  Background
  Imay is a child of the woods, almost literally—she comes 
  from a long line of trappers and skinners, and grew up 
  largely in the woods and on the move, migrating easily from 
  place to place, keeping mainly to the forests.
  The irony, as she herself will ruefully admit, is that although 
  she has traveled a great deal the Realm over, she’s seen 
  precious little of it: thick, dense forest and rivers in one 
  region is much the same as the same terrain in other zones.
  Along the way, she’s found herself a bit of a religious 
  devotee, to the point where she is much more a cleric than 
  a ranger.  Absent the trappings of civilization and a crony to 
  pick apart the logic of her argument, Imay has turned her 
  every action to a devotion, a hymn, to her god.
  Combat Tactics
  Imay is a careful, considered huntress, not a gleeful 
  barbarian.  She will fight if it’s needed, but prefers to stalk, 
  to ambush, and to strike where it will do the most damage.  
  Presented with a face-to-face fight in the traditional vein, 
  she will flee to fight more strategically.
  Faction Memberships
  Pelters.
  Habits and Logistics
  Any time of day, there is a 
    90% chance she is in the wild 
  outside the Enclave, hunting or skinning.
  The remainder of the time, she will be selling or resupplying 
  in town.
  Conversation
  Imay will give all her ear, but few her voice, preferring to 
  keep her own counsel and keeping to herself.
  What do you think of the Enclave?
   
    “It’s the Enclave.  Good for business.  Plenty of trade.”
  What do you think of the Council of Elders?
   
    “They keep the place running.  That’s all I can say about 
  them, good or bad.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “Never heard of it.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +1
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  CR 7; XP 3,200
  Healer
  
  519
  NPCs
  Modifier
  Circumstance
  -3
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -3
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +1
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Hunt Alongside
    Summary: The party can hunt alongside Imay in the 
  wilds outside of town, to mutual benefit.
    Rewards:   
    500 gp / 
    1,200 gp / 
    2,250 gp / 
    
  3,000 gp; up to 
    1 Reward Star.
    Locations: Anywhere outside the Druid Enclave.
    Key NPCs: Imay Aldreban.
    Kickoff: In speaking with Imay, if any of the PCs are 
  Rangers, or have any ranks in Survival has a similar 
  skill or ability to track or hunt, Imay will pick up on this 
  talent and mention an affinity to that PC. 
   
  Imay will offer to that PC to hunt alongside her.
    Description:
  The PCs can spend a few hours hunting alongside Imay.  The 
  pelter will share the proceeds from sales resulting from the 
  endeavor.
    If the PCs ignore the request or turn it down, there is a -1 
  Attitude Tracker modifier, but the party may take Imay 
  up on the offer at any later point.
    For each hour spent hunting with Imay, make a Survival 
  or similar tracking / hunting skill check, opposed by 
  Imay’s own Survival skill.   
   
  If the PCs fail by more than 5 points, Imay has so 
  outshone the party that she is no longer interested in 
  hunting with them; the Quest concludes at this point 
  regardless of the party’s interest. 
   
  If the PCs fail by 5 or fewer points, Imay has done better 
  than the party, but is encouraged by her abilities.  The 
  party receives no proceeds from this hour’s work, but 
  the pelter will continue to hunt alongside them if the PCs 
  wish. 
   
  If the PCs win, they will receive 1/5 the monetary reward 
  listed, and they may continue to hunt alongside Imay.  
  They also gain a +3 modifier in their Attitude Tracker 
  toward the pelter; these bonuses are cumulative for each 
  such successful check in this vein. 
    If the PCs successfully win 5 skill checks in the above 
  manner, they not only receive the entire monetary 
  reward listed, they gain 
    1 Reward Star.
  
  520
  NPCs
  Imay Aldreban
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Cleric 4
  Cleric 8
  Cleric 12
  Cleric 16
  Size / Aln
  Small NG 
  Gnome (Rock)
  Small NG 
  Gnome (Rock)
  Small NG 
  Gnome (Rock)
  Small NG 
  Gnome (Rock)
  HP
  24
  49
  63
  79
  Armor 
  Class
  14
  15
  16
  17
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR 
  8 
  (-1) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  15 (+2) 
  WIS 
  16 (+5) 
  CHA 12 (+3)
  STR 
  10 (+0) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  15 (+2) 
  WIS 
  16 (+6) 
  CHA 12 (+4)
  STR 
  12 (+1) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  15 (+2) 
  WIS 
  16 (+7) 
  CHA 12 (+5)
  STR 
  14 (+2) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  15 (+2) 
  WIS 
  16 (+8) 
  CHA 12 (+6)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  Passive Perception 13
  Passive Perception 13
  Passive Perception 13
  Languages Common, Gnomish
  Attacks
  Melee Spear (Small) +3 
  (1d6+1 ) 
  Ranged Spear (Small/
  Thrown) 20 ft.’: +3 
  (1d6+1); 60 ft.’: +3 
  (1d6+1) 
  Ranged Sling (Small) ) --> 
  30 ft.’: +3 (1d4+1); 120 ft.’: 
  +3 (1d4+1) 
  Melee +1 Spear +5 (1d6+2 ) 
  Ranged +1 Spear 20 ft.’: +5 
  (1d6+2); 60 ft.’: +5 (1d6+2) 
  Ranged Sling (Small) ) --> 30 
  ft.’: +4 (1d4+1); 120 ft.’: +4 
  (1d4+1) 
  Melee +2 Spear +7 (1d6+3) 
  Ranged +2 Spear 20 ft.’: 
  +7 (1d6+3); 60 ft.’: +7 
  (1d6+3) 
  Ranged Sling (Small) ) --> 
  30 ft.’: +5 (1d4+1); 120 
  ft.’: +5 (1d4+1) 
  Melee +3 Spear  +10 
  (1d6+5) 
  Ranged +3 Spear 20 ft.’: 
  +10 (1d6+5); 60 ft.’: +10 
  (1d6+5)
  Ranged Sling (Small) ) --> 30 
  ft.’: +6 (1d4+1); 120 ft.’: +6 
  (1d4+1) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, Sickle, 
  Sling, Spear
  NG; Small Humanoid (Gnome)
  
  521
  NPCs
  Special Abilities
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (10), instead of any proficiency bonus you 
  normally appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Blessed Healer Beginning at 6th level, the healing spells you cast on 
  others heal you as well. When you cast a spell of 1st level or higher that 
  restores hit points to a creature other than you, you regain hit points 
  equal to 2 + the spell’s level.
  Channel Divinity At 2nd level, you gain the ability to channel divine 
  energy directly from your deity, using that energy to fuel magical effects. 
  You start with two such effects: Turn Undead and an effect determined by 
  your domain. Some domains grant you additional effects as you advance 
  in levels, as noted in the domain description. When you use your Channel 
  Divinity, you choose which effect to create. You must then finish a short 
  or long rest to use your Channel Divinity again. Some Channel Divinity 
  effects require saving throws. When you use such an effect from this 
  class, the DC equals your cleric spell save DC. You can use your Channel 
  Divinity 2 times between rests. When you finish a short or long rest, you 
  regain your expended uses.
  Channel Divinity: Preserve Life Starting at 2nd level, you can use your 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Bonus Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Disciple of Life, 
  Divine Domain, Spellcasting 
  Ability
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Ability 
  Score Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  1), Disciple of Life, Divine 
  Domain, Divine Strike, 
  Spellcasting Ability
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 2), Disciple of Life, 
  Divine Domain, Divine 
  Intervention, Divine Strike, 
  Spellcasting Ability
  Spellcaster Spell Slots, Ability 
  Score Increase, Artificer’s 
  Lore, Darkvision, Gnome 
  Cunning, Languages, Tinker, 
  Tinker’s Tools, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  3), Disciple of Life, Divine 
  Domain, Divine Intervention, 
  Divine Strike, Spellcasting 
  Ability
  Spell-
  casting
  Save DC 13; Spell Atk +5
  2nd: aid; lesser restoration; 
  prayer of healing
  1st: bless; cure wounds; 
  healing word; shield of faith
  Save DC 14; Spell Atk +6
  4th: death ward; freedom of 
  movement; guardian of faith
  3rd: glyph of warding; 
  remove curse; revivify
  2nd: aid; lesser restoration; 
  prayer of healing
  1st: bless; cure wounds; 
  healing word; shield of faith
  Save DC 15; Spell Atk +7
  6th: heal
  5th: greater restoration; 
  raise dead
  4th: death ward; freedom 
  of movement; guardian of 
  faith
  3rd: glyph of warding; 
  remove curse; revivify
  2nd: aid; lesser restoration; 
  prayer of healing
  1st: bless; cure wounds; 
  healing word; shield of faith
  Save DC 16; Spell Atk +8
  8th: holy aura
  7th: regenerate
  6th: heal
  5th: greater restoration; raise 
  dead
  4th: death ward; freedom of 
  movement; guardian of faith
  3rd: glyph of warding; 
  remove curse; revivify
  2nd: aid; lesser restoration; 
  prayer of healing
  1st: bless; cure wounds; 
  healing word; shield of faith
  Equipment
  Spear (small);
  leather armor (small);
  shield (small);
  sling (small);
  sling bullets (20x)
  +1 spear (small);
  studded leather armor 
  (small);
  shield (small);
  sling (small);
  sling bullets (20x)
  +2 spear (small);
  +1 studded leather 
  armor (small);
  shield (small);
  sling (small);
  sling bullets (20x)
  +3 spear (small);
  +2 studded leather armor 
  (small);
  shield (small);
  sling (small);
  sling bullets (20x)
  
  522
  NPCs
  Channel Divinity to heal the badly injured. As an action, you present 
  your holy symbol and evoke healing energy that can restore a number of 
  hit points equal to 80. Choose any creatures within 30 feet of you, and 
  divide those hit points among them. This feature can restore a creature to 
  no more than half of its hit point maximum. You can’t use this feature on 
  an undead or a construct.
  Channel Divinity: Turn Undead As an action, you present your holy symbol 
  and speak a prayer censuring the undead. Each undead that can see or 
  hear you within 30 feet of you must make a Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 minute or until it takes 
  any damage. A turned creature must spend its turns trying to move as far 
  away from you as it can, and it can’t willingly move to a space within 30 
  feet of you. It also can’t take reactions. For its action, it can use only the 
  Dash action or try to escape from an effect that prevents it from moving. 
  If there’s nowhere to move, the creature can use the Dodge action.
  Destroy Undead (CR 3) Starting at 5th level, when an undead fails its 
  saving throw against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below a certain threshold, as 
  shown in the Destroy Undead table.
  Disciple of Life Also starting at 1st level, your healing spells are more 
  effective. Whenever you use a spell of 1st level or higher to restore hit 
  points to a creature, the creature regains additional hit points equal to 2 + 
  the spell’s level.
  Divine Intervention Beginning at 10th level, you can call on your deity to 
  intervene on your behalf when your need is great. Imploring your deity’s 
  aid requires you to use your action. Describe the assistance you seek, and 
  roll percentile dice. If you roll a number equal to or lower than 16, then 
  your deity intervenes. The DM chooses the nature of the intervention; 
  the effect of any cleric spell or cleric domain spell would be appropriate. 
  If your deity intervenes, you can’t use this feature again for 7 days. 
  Otherwise, you can use it again after you finish a long rest. At 20th level, 
  your call for intervention succeeds automatically, no roll required.
  Divine Strike At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an extra 
  2d8 radiant damage to the target. 
  
  523
  NPCs
  Allaha Gorrut
  Overview
  Allaha is an accidental seer: someone who began her life in 
  falsehood, but came into a certain ability.
  Appearance & Demeanor
  Allaha is all flash and pizzaz, focusing on presentation over 
  substance.  She dresses elaborately and to impress, and her 
  attitude tends toward the grandiose, in gesture and word 
  choice.  She effects confidence and a wisdom far outstripping 
  her years—and indeed, her abilities.
  Background
  Allaha began her career as a shyster: she would “read 
  fortunes” at fairs and carnivals and at the outskirts of 
  society, inventing stories that were a combination of 
  entertainment and good-natured interference with her 
  customers.  Between her appearance and obvious ability to 
  work and read a crowd, she was very successful.  But, ever 
  aware that her profession was merely an act, she kept on the 
  move, lest her lack of true talent be discovered.
  Over the years, however, she began to introduce a serious 
  tone during parts of her seances and readings.  She would 
  zone out, and speak as though driven by some outside force.  
  She came to appreciate that although she had begun her 
  work as a gimmick, she had actual abilities in the domain, 
  and she focused even more on this aspect of her work.
  These days, her services remain cosmetic, and her approach 
  showy... but throughout the overall splash and dazzle runs 
  veins of divinatory truth that keep her well-established and 
  her clients coming back.
  Combat Tactics
  Allaha is no warrior, and flees combat unless there is no 
  other option available.  Pressed to a fight, she will try to run 
  or maneuver so that help is summoned.
  Faction Memberships
  Ever-Present Occulus.
  Doing Business
  Allaha will provide a mostly cosmetic “reading” or “seance” 
  for 50-500 gp, depending on how much she feels the party 
  can spare.
  If pressed, she will cast any Divination spell of up to 3rd 
  spell level for the normal prices, plus 20%.
  Habits and Logistics
  In the daytime, there is an 
    80% chance she is at the Sage 
  shop (p 198); this increases to 
    90% in the evenings.
  When not in the shop, she will be out securing provisions or 
  seeing the sights of the Druid Forest outside the Enclave.
  Conversation
  Allaha is nothing if not a showman, and her conversation 
  should be roleplayed with grandiosity and frequent gestures.
  What do you think of the Enclave?
   
    “Ah, ‘tis a wondrous place, do you not agree?  Do you not 
  feel the energy amidst us?  Do you not see the thriving, 
  verdant life that surrounds us?  Do you not appreciate 
  the vibrancy, the vitality, the sheer force of animal will 
  that makes such an establishment possible?  In the end, 
  we are but passing things, intruders, really, on the realm 
  of the animal and plant; such a place as the Enclave 
  reminds us of this reality, and celebrates it.”
  What do you think of the Council of Elders?
   
    “They are but mortals, and though they do try—and some 
  may even do their best—they are fallible, in the end of 
  CR 7; XP 3,200
  Sage
  
  524
  NPCs
  things.  The Enclave exists and thrives not through their 
  intervention or management, but through the force of 
  will that pervades even the smallest blade of grass or 
  bullfrog.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “That seems as a Council administrative matter.  I’ve not 
  heard much of the place, save the name itself.  Few of my 
  customers are from, or venturing to, that locale.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +2
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -4
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -3
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +3
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Divination via 
  Mundane Means
    Summary: The PCs can trade in information with Allaha.
    Rewards:   Up to 
    1 Reward Star; Rumors and Lore.
    Locations: Sage’s shop.
    Key NPCs: Allaha Gorrut.
    Kickoff: If the PCs ask any question of Allaha that is 
  driven by one or more Rumors and Lore that the PCs have 
  accumulated, Allaha will arch an eyebrow, and make the 
  party an offer.
    Description:
  At any time, the PCs can convey to Allaha a piece of Rumors 
  & Lore they have heard; if the seer has not heard it before, 
  she will compensate the party.  You can think of this as 
  “selling” information.
  Similarly, the PCs may “buy” information, offering money to 
  hear new Rumors & Lore.
  Selling information is not a sure thing: for each Rumor or 
  Lore the PCs tell Allaha, there is a 
    40% chance she has 
  heard that tale already, and will pay nothing to hear it again.  
  If she has not heard it before, she will pay the party gold in 
  the amount of 50 gp, plus 
    4d20.
  Buying information works even more erratically: the PCs 
  may offer an amount of at least 50 gp, and may offer more, 
  each time they wish to hear something new.  There is a 
    
  50% chance per purchased Rumor that Allaha will simply 
  invent something that is obviously untrue.  
  PCs who offer more than 50 gp to hear a Rumor buy 
  themselves accuracy: for every 10 full gp beyond this 
  minimum, the rate of “falsehood” decreases by 2%.  For 
  example, if the PCs offer 132 gp, the chance of falsehood 
  lowers to 42%.
  If challenged on the veracity of a purchased Rumor, Allaha 
  will shrug, and simply say that she repeats what she hears, 
  and cannot guarantee its accuracy.
  If it is determined via the above method that the Rumor the 
  PCs have purchased is true, roll on the Rumors and Lore 
  tables (p 107) as you normally would.  If the resulting 
  Rumor is false, or the PCs have heard it before, the sale is 
  still concluded.
  Any combination of the above buying and selling that results 
  in 5 or more exchanges of “new” information—that is, either 
  the PCs sell a new piece of info to Allaha, and/or the sage 
  sells the party a valid, new Rumor they’ve not yet heard—
  merits 
    1 Reward Star.
  
  525
  NPCs
  Allaha Gorrut
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Wizard 4
  Wizard 8
  Wizard 12
  Wizard 16
  Size / Aln
  Small CN 
  Gnome (Rock)
  Small CN 
  Gnome (Rock)
  Small CN 
  Gnome (Rock)
  Small CN 
  Gnome (Rock)
  HP
  33
  66
  93
  124
  Armor 
  Class
  14
  14
  15
  16
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR 
  7 
  (-2) 
  DEX 13 (+1) 
  CON 19 (+4) 
  INT 
  20 (+7) 
  WIS 
  8 
  (+1) 
  CHA 13 (+1)
  STR 
  7 
  (-2) 
  DEX 13 (+1) 
  CON 19 (+4) 
  INT 
  20 (+8) 
  WIS 
  8 
  (+2) 
  CHA 15 (+2)
  STR 
  7 
  (-2) 
  DEX 15 (+2) 
  CON 19 (+4) 
  INT 
  20 (+9) 
  WIS 
  8 
  (+3) 
  CHA 15 (+2)
  STR 
  7 
  (-2) 
  DEX 17 (+3) 
  CON 19 (+4) 
  INT 
  20 (+10) 
  WIS 
  8 
  (+4) 
  CHA 15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Languages Common, Gnomish
  Attacks
  Melee Quarterstaff (Small) 
  +0 (1d8-2) 
  Ranged Sling (Small) ) --> 
  30 ft.’: -7 (1d4+1); 120 ft.’: 
  -7 (1d4+1) 
  Ranged Dart (Small) ) --> 20 
  ft.’: +3 (1d4+1); 80 ft.’: +3 
  (1d4+1) 
  Melee Quarterstaff +1 
  (1d8-2)
  Ranged +1 Sling (Small/
  Weapon +1) ) --> 30 ft.’: 
  -5 (1d4+2); 120 ft.’: -5 
  (1d4+2) 
  Ranged Dart (Small) ) --> 20 
  ft.’: +4 (1d4+1); 80 ft.’: +4 
  (1d4+1) 
  Melee Quarterstaff (Small) 
  +2 (1d8-2) 
  Ranged +2 Sling --> 30 ft.’: 
  -2 (1d4+4); 120 ft.’: -2 
  (1d4+4) 
  Ranged Dart (Small) ) --> 
  20 ft.’: +6 (1d4+2); 80 ft.’: 
  +6 (1d4+2) 
  Melee Quarterstaff +3 (1d8-
  2) 
  Ranged +3 Sling ) --> 30 
  ft.’: +1 (1d4+6); 120 ft.’: +1 
  (1d4+6) 
  Ranged Dart (Small) ) --> 20 
  ft.’: +8 (1d4+3); 80 ft.’: +8 
  (1d4+3) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  CN; Small Humanoid (Gnome)
  
  526
  NPCs
  Special Abilities
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (10), instead of any proficiency bonus you 
  normally appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 8, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 
  2nd-level spell slot or two 1st-level spell slots.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Evocation Savant, Preparing 
  and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellbook, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, Ability 
  Score Increase, Artificer’s 
  Lore, Darkvision, Gnome 
  Cunning, Languages, Tinker, 
  Tinker’s Tools, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellbook, Spellcasting
  Spell-
  casting
  Save DC 15; Spell Atk +7
  2nd: alter self; detect 
  thoughts; locate object
  1st: charm person; disguise 
  self; identify; unseen servant
  Save DC 16; Spell Atk +8
  4th: arcane eye; dimension 
  door; locate creature
  3rd: clairvoyance; gaseous 
  form; hypnotic pattern
  2nd: alter self; detect 
  thoughts; locate object
  1st: charm person; disguise 
  self; identify; unseen servant
  Save DC 17; Spell Atk +9
  6th: eyebite; true seeing
  5th: contact other plane; 
  dream; scrying
  4th: arcane eye; dimension 
  door; locate creature
  3rd: clairvoyance; gaseous 
  form; hypnotic pattern
  2nd: alter self; detect 
  thoughts; locate object
  1st: charm person; disguise 
  self; identify; unseen 
  servant
  Save DC 18; Spell Atk +10
  8th: demiplane
  7th: teleport
  6th: eyebite; true seeing
  5th: contact other plane; 
  dream; scrying
  4th: arcane eye; dimension 
  door; locate creature
  3rd: clairvoyance; gaseous 
  form; hypnotic pattern
  2nd: alter self; detect 
  thoughts; locate object
  1st: charm person; disguise 
  self; identify; unseen servant
  Equipment
  Quarterstaff (small);
  sling (small);
  sling bullets (20x);
  dart (small, 4x)
  Quarterstaff (small);
  +1 sling (small);
  sling bullets (20x);
  dart (small, 4x)
  Quarterstaff (small);
  +2 sling (small);
  sling bullets (20x);
  dart (small, 4x)
  Quarterstaff (small);
  +3 sling (small);
  sling bullets (20x);
  dart (small, 4x)
  
  527
  NPCs
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  
  528
  NPCs
  Forsythar
  Overview
  The dwarf tries to remain focused on the task at hand, but 
  is perpetually distracted, and prone to the flamboyance that 
  stereotypes his trade.
  Appearance & Demeanor
  Forsythar dresses conservatively, and in the same humble 
  brown leather suit every day.  
  He does this for two reasons: first, he does not want his own 
  garb distracting customers from the wares of his shop; and 
  second, he has made so many horrible fashion choices in the 
  past in his attempt to push the envelope of design that he has 
  settled on the same thing day-in and day-out to avoid further 
  disasters.
  His nature is eccentric and grandiose, but, keenly aware of 
  the stereotypes that plague his profession, and also aware of 
  the rarity of a straight, male, dwarven seamster, he tries to 
  keep it under wraps, affecting a calm, focused demeanor.
  Essentially, he tries very hard to appear a blacksmith, only 
  to fail regularly when distracted or excited, and revert to his 
  true nature.
  Background
  The dwarven tailor began his career as an adventurer.  From 
  the start, though, his inclinations were clear: he wanted to 
  create matching custom tunics and cloaks for the party, with 
  logos and style.  Although the rest of his group tolerated 
  this desire, none save Forsythar himself seemed particularly 
  invested in the notion.
  It wasn’t long before Forsythar’s preferences intervened 
  in most aspects of adventuring day-to-day.  Dividing loot 
  became an obsession over details and poring over gemstones, 
  and armor and garb were evaluated from a purely cosmetic 
  perspective, without heed to defensive characteristics.  
  Forsythar and his group parted ways amicably, but with 
  mutual relief that the relationship would no longer be 
  strained.
  The dwarf took up needle and thread immediately, 
  apprenticing himself to a master tailor and showing great 
  and instant promise.
  Amidst the progression of his career, he came to follow a 
  dancing and singing troupe, eventually joining them for a 
  spell, and gaining membership in the Katkalls as a result of 
  this association.  He has friends and allegiances still in that 
  realm.
  A few short years later, he set out on his own, and became 
  enamored of the Enclave at first sight.  
  Combat Tactics
  Forsythar abhorrs combat, but is not unused to it from his 
  adventuring days.  He will fight if it seems necessary, but 
  will battle conservatively, seeking cover and hailing help 
  where possible.  
  When reduced to fewer than half his maximum hit points, he 
  will attempt to flee.
  Faction Memberships
  Katkalls.
  Habits and Logistics
  In the daytime, there is an 
    80% chance he is at the Tailor 
  shop (p 203); this decreases to 
    60% in the evenings.
  When not in his shop, Forsythar will be out and about in the 
  Druid Forest surrounding the Enclave.
  Conversation
  Forsythar is chatty, but never stops moving; while 
  conversing with the party, he is always shifting about, 
  sewing, rearranging items in the shop, or otherwise 
  multitasking.
  What do you think of the Enclave?
   
    “It’s a beaut of a spot, that’s the truth.  Wouldn’t have 
  settled here, if it weren’t the case.  Flowers, trees, nature 
  CR 7; XP 3,200
  Tailor
  
  529
  NPCs
  in abundance.  And the design of the city itself—simply 
  marvelous.  Never a dull moment, around here... or an 
  ugly one!”
  What do you think of the Council of Elders?
   
    “They do their job, or I couldn’t do mine.  Keeping the 
  peace is essential for a dwarf in my profession: nobody 
  cares much what they’re wearing if they are afraid for 
  their lives day-to-day!”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “I’ve heard it mentioned, but as you might imagine, 
  there’s not much business to be had there, garbing the 
  mining community!”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +2
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -6
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -1
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +2
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Hemlock & Hems
    Summary: The tailor asks the party’s help in retrieving a 
  cloak of particular value that has gone missing.
    Rewards:   
    750 gp / 
    1,500 gp / 
    2,800 gp / 
    
  4,200 gp; up to 
    1 Reward Star.
    Locations: Tailor’s Shop.
    Key NPCs: Forsythar.
    Kickoff: Talking with Forsythar for any duration will 
  reveal his need, and once he’s aware the party consists 
  of adventurers who plan on staying in town for a bit of 
  time, he will ask their help.
    Description:
  A special cloak was commissioned last week for a 
  particularly noble client—Forsythar won’t reveal who 
  precisely.  Loathe to leave it in the shop unattended, the 
  dwarf took the cloak with him on a journey out of town to 
  resupply raw materials.
  Unfortunately, during the transit, the cloak disappeared.  
  The tailor has no idea who may have stolen it, if indeed that 
  is even what occured.  He last saw it the night before he 
  arrived back in town, when he took it out to double-check it 
  was still there before setting off the rest of the journey back 
  home.  
  He suspects it is somewhere in town.
  Although unique and beautiful, the cloak is mundane in 
  capability.  It is worth double the described monetary award, 
  but in the Enclave, only Forsythar would purchase the item, 
  and he would of course immediately recognize it and would 
  be therefore much more likely to call the guards than to 
  transact business with the PCs.
  Once this Quest is initiated by talking with Forsythar, check 
  upon the PCs entering each building in the Enclave’s ground 
  level.  There is an 
    8% chance that the building contains 
  the cloak.  Make this determination as the party is entering 
  each building, and re-check upon each entrance to the 
  building—in other words, the same building might not have it 
  at first, but might end up having it later if the PCs return to 
  that building.
  If the cloak is determined to be in the building, place it 
  randomly, but give the PCs a good chance of finding it, 
  particularly if they are looking. 
    The party may ignore the Quest, either intentionally, or 
  by simply not trying too hard to pursue it.  They may still 
  come across the cloak (see above), and may choose at 
  that point to pick it up and fulfill the Quest’s objectives.   
   
  Until the party retrieves the cloak, the item remains 
  missing, so the PCs may resolve this Quest at any point 
  once it is initiated.
    Questioning the person in whose residence or shop the 
  item appeared is possible, and the mere attempt on 
  behalf of the dwarven tailor merits 
    1 Reward Star for 
  the party.   
   
  It turns out that the item had been simply laying about in 
  the Druid Forest outside of town, and the person to whom 
  the party is speaking retrieved it and took it back home 
  with them, not knowing exactly what they should do with 
  it.  Indeed, taking the item ot Forsythar had been top on 
  their list of considered options.
    Once the party obtains the cloak, they may choose to 
  keep it, perhaps with the aim of selling it somewhere 
  more remote.  Selling it anywhere within the Druid 
  Enclave means it will be recognized as something the 
  dwarven tailor might be interested in, and the NPC the 
  party is trying to sell it to will summon Forsythar, who 
  will likely have some pointed questions of the party. 
   
  Selling it outside the Enclave comes with its risks, too: 
  there is a base 
    80% chance that the item will be 
  recognized, or that the vendor to whom the party intends 
  
  530
  NPCs
  Forsythar
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Rogue 4
  Rogue 8
  Rogue 12
  Rogue 16
  Size / Aln
  Medium LN 
  Dwarf (Hill)
  Medium LN 
  Dwarf (Hill)
  Medium LN 
  Dwarf (Hill)
  Medium LN 
  Dwarf (Hill)
  HP
  20
  46
  71
  88
  Armor 
  Class
  12
  14
  17
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0) 
  DEX 13 (+3) 
  CON 10 (+0)
  INT 
  15 (+4) 
  WIS 
  12 (+1) 
  CHA 13 (+1)
  STR 
  11 (+0) 
  DEX 15 (+5) 
  CON 10 (+0)
  INT 
  15 (+5) 
  WIS 
  12 (+1) 
  CHA 13 (+1)
  STR 
  11 (+0) 
  DEX 19 (+8) 
  CON 10 (+0)
  INT 
  15 (+6) 
  WIS 
  12 (+1) 
  CHA 13 (+1)
  STR 
  11 (+0) 
  DEX 20 (+10) 
  CON 11 (+0)
  INT 
  15 (+7) 
  WIS 
  12 (+6) 
  CHA 13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Armor - Disad on Stealth
  +4 Thieves’ Tools
  Passive Perception 11
  Armor - Disad on Stealth
  +6 Thieves’ Tools
  Passive Perception 11
  Armor - Disad on Stealth
  +8 Thieves’ Tools
  Passive Perception 11
  Armor - Disad on Stealth
  +10 Thieves’ Tools
  Languages Common, Dwarvish
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -7 (1d8+1); 320 
  ft.’: -7 (1d8+1) 
  Melee Spear +3 (1d6+1 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +3 (1d6+1); 60 ft.’: +3 
  (1d6+1) 
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: -5 (1d8+2); 320 ft.’: 
  -5 (1d8+2) 
  Melee +1 Spear +6 (1d6+3 ) 
  Ranged +1 Spear  20 ft.’: +6 
  (1d6+3); 60 ft.’: +6 (1d6+3) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -2 (1d8+4); 320 
  ft.’: -2 (1d8+4) 
  Melee +2 Spear  +10 
  (1d6+6 ) 
  Ranged +2 Spear 20 ft.’: 
  +10 (1d6+6); 60 ft.’: +10 
  (1d6+6) 
  Melee Dagger +8 (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +0 (1d8+5); 320 ft.’: 
  +0 (1d8+5) 
  Melee +3 Spear +13 (1d6+8) 
  Ranged +3 Spear 20 ft.’: 
  +13 (1d6+8); 60 ft.’: +13 
  (1d6+8)
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, 
  Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Warhammer
  LN; Medium Humanoid (Dwarf)
  
  531
  NPCs
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. 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.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Smith’s Tools Proficient with Artisan Smith’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted by 
  your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Second-Story Work When you choose this archetype at 3rd level, you 
  gain the ability to climb faster than normal; climbing no longer costs 
  you extra movement. In addition, when you make a running jump, the 
  distance you cover increases by a number of feet equal to 5.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant
  Ability Score Increase, Ability 
  Score Increase, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable 
  Talent, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, 
  Uncanny Dodge
  Ability Score Increase, Ability 
  Score Increase, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, Dwarven 
  Toughness, Languages, 
  Smith’s Tools, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Slippery Mind, 
  Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Light crossbow;
  crossbow bolts (10x);
  spear;
  padded armor;
  dagger
  Light crossbow;
  crossbow bolts (10x);
  +1 spear;
  +1 padded armor;
  dagger
  Light crossbow;
  crossbow bolts (10x);
  +2 spear;
  +2 padded armor;
  dagger
  Light crossbow;
  crossbow bolts (10x);
  +3 spear;
  +3 padded armor;
  dagger
  
  532
  NPCs
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items. 
  
  533
  NPCs
  Sannelle Goregut
  Overview
  Sannelle is a prototypical dwarven warrior: a combination 
  of barbarous might and fighting finesse, molded into the 
  body of a formidable combatant.  With her advancing age, 
  she focuses on transferring her knowledge and skills to a 
  younger generation.
  Appearance & Demeanor
  An old army mantra is to smile as though each time cost you 
  a year of your life, so those under your command will kill 
  themselves to earn an iteration.  Sannelle isn’t quite that 
  cold, but she does affect a stern facade, at least at first.  
  Inside, she has a warm heart, and genuinely wants the best 
  for her students.  She’s found that sometimes, a female 
  trainer isn’t taken as seriously as might be expected based 
  solely on skill, so she affects a gruff demeanor by default 
  to boost the creditibility that prejudice might initially 
  deprecate.
  Background
  Sannelle Goregut has been, at times, a warrior in dwarven 
  armies; a mercenary for hire, often in armies; an adventurer, 
  though one focused more on slaying dragons than on looting 
  tombs; and her current profession, a trainer.
  She’s rarely had a long-term plan in mind in her life, 
  preferring instead to live each day in the moment, mindful 
  that each day might be her last, particularly with much of 
  her line of work.
  Fortune and talent have allowed her to ripen into older age, 
  and so her warrior-like skill is no longer in demand as it 
  once was.  Rather than skulk off into the sunset or adopt 
  a completely different, and unfulfilling, duty, Sannelle has 
  chosen to continue fighting in a manner that her age can 
  support and that she can see results in.  Educating the 
  younger generation enriches her to no end.
  Combat Tactics
  Sannelle relishes the thrill of battle and conquest, but is a 
  wise combatant, calculating her next move and ensuring 
  that she lives to fight even better the next day.  Becoming a 
  trainer has only sharpened this aspect of her personality, and 
  she will coolly assess any potential combat situation before it 
  turns violent.
  When reduced to half her maximum hit points, she will 
  maneuver toward cover and/or guards or reinforcements.  
  If reduced to fewer than 1/4 her maxmium hit points, she 
  will attempt to surrender, or flee if it is clear that stopping 
  hostilities is not an option.
  Faction Memberships
  Enclave Trainers.
  Habits and Logistics
  In the daytime, there is a 
    75% chance she is roaming 
  about the Druid Enclave’s ground level, offering training 
  classes; this decreases to 
    30% in the evenings.
  When not actively training or soliciting same, Sannelle 
  will be out and about, either hunting in the Druid Forest 
  surrounding the Enclave, or traveling to a nearby city.
  Conversation
  Sannelle is cold at first, but it’s clear that a jovial, good heart 
  lurks very close to the surface.  She will not push training on 
  anyone, and does not engage in a “hard sell”; those who wish 
  to better themselves will ask of her services.
  What do you think of the Enclave?
   
    “It’s a wondrous place.  I’ve traveled a fair bit, and I’ve 
  yet to see a city its equal.  All manner of folk, though a 
  larger share of nature types than you’d see elsewhere, 
  which is no surprise!”
  CR 7; XP 3,200
  Weapons Trainer
  
  534
  NPCs
  What do you think of the Council of Elders?
   
    “They do a decent job.  Seems most of ‘em have an 
  ulterior motive in running the place, but I’ve not seen 
  better management in other cities.  I think folk expect 
  more of them than is reasonable, given that the city 
  is supposed to be a monument to nature, and work in 
  harmony, and all that.  That might be the aim, but in 
  reality, it’s just another city.  A good one, at that, but a 
  city all the same.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “They’ve not been heard from in a few weeks, is what I 
  hear.  None knows why, though.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +1
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -8
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -1
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +2
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Show Me What You 
  Got
    Summary: The party can train with Sannelle, and gain 
  her respect if they are good enough.
    Rewards:   
    250 gp / 
    1,000 gp / 
    2,000 gp / 
    
  3,500 gp; up to 
    1 Reward Star.
    Locations: Anywhere in the Druid Enclave ground level.
    Key NPCs: Sannelle Goregut.
    Kickoff: As the PCs speak with Sannelle, if one or more 
  PCs has at least one level of Barbarian and/or Fighter, 
  Sannelle will take notice of the manner and garb and 
  guess at that PC’s nature. 
   
  She will focus on the PC who has the most combined 
  levels of Barbarian and Fighter.  So, a PC with Barbarian 
  4 / Fighter 3 counts as having 7 levels combined; a 
  Barbarian 8 / Bard 3 counts as having 8.
   
  In the event of a tie, she will choose the PC with the 
  highest Strength.  If two or more PCs tie in that regard as 
  well, she will pick the one with the greater Dexterity.  If 
  this final comparison proves equal as well, then simply 
  randomize which PC Sannelle shows interest in. 
   
  No matter how it is determined, Sannelle will make one 
  of the PCs an offer: train with me, and one or both of us 
  might learn something from the endeavor.
    Description:
  “Training” with Sannelle can be abstractly represented as 
  simply passing time, or modelled as a combat encounter one-
  on-one against the dwarf.
  If the GM chooses to represent the affair abstractly, make a 
  Qualifying Level Check pitting the PC against Sannelle.  Each 
  character rolls a 
    d20, and adds the number of qualifying 
  levels.  So a Barbarian 4 / Fighter 3 would score 
    1d20+7.
  Modeling it as a combat encounter is straightforward: 
  assume Sannelle and the PC involved wield nonlethal 
  versions of their standard weaponry, and begin combat 50’ 
  apart from one another over open ground.  Count each round 
  in which the PC inflicts damage, but Sannelle does not, as a 
  “win” for the PC.  Similarly, count each round that Sannelle 
  inflicts damage, but the PC does not, as a “win” for the dwarf 
  trainer.
    The PCs can refuse the offer.  This has no immediate 
  impact, and indeed the party can return to Sannelle at 
  any future point and take her up on the offer.  
   
  If one or more other PCs have ranks in a qualifying class 
  (see above), Sannelle will make them the same offer.
    If Sannelle wins, she may have taught the PC something 
  useful: if modeled abstractly and she wins by LESS than 
  4 points (or under any scenario of modeled combat), for 
  the next 24 hours, that PC gains a +1 competence bonus 
  on attack rolls.  Remember that this bonus does not stack 
  with itself, so once achieved, there is no further benefit 
  to the PC for losing the training check. 
    If the PC wins, s/he has taught Sannelle something 
  useful.  Keep track of how many times this occurs; if 
  the PC wins 3 times total, Sannelle will have learned 
  enough from the PC that she will gratefully give them the 
  described monetary reward. 
   
  This interaction can be repeated any number of times, 
  but each attempt consumes an hour of time.
    If a PC wins 3 times, and loses once by the amount 
  required to gain the learning bonus, they also benefit 
  from 
    1 Reward Star.
  
  535
  NPCs
  Sannelle Goregut
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Barbarian 4
  Barbarian 8
  Barbarian 12
  Barbarian 16
  Size / Aln
  Medium CG 
  Dwarf (Hill)
  Medium CG 
  Dwarf (Hill)
  Medium CG 
  Dwarf (Hill)
  Medium CG 
  Dwarf (Hill)
  HP
  48
  76
  120
  160
  Armor 
  Class
  18
  19
  20
  22
  Speed
  Walk 25’
  Walk 35’
  Walk 35’
  Walk 35’
  Ability 
  Scores / 
  Saves
  STR 
  16 (+5) 
  DEX 14 (+2) 
  CON 14 (+4) 
  INT 
  9 
  (-1) 
  WIS 
  13 (+1) 
  CHA 8 
  (-1)
  STR 
  18 (+7) 
  DEX 14 (+2) 
  CON 14 (+5) 
  INT 
  9 
  (-1) 
  WIS 
  13 (+1) 
  CHA 8 
  (-1)
  STR 
  20 (+9) 
  DEX 14 (+2) 
  CON 14 (+6) 
  INT 
  9 
  (-1) 
  WIS 
  13 (+1) 
  CHA 8 
  (-1)
  STR 
  20 (+10) 
  DEX 16 (+3) 
  CON 14 (+7) 
  INT 
  9 
  (-1) 
  WIS 
  13 (+1) 
  CHA 8 
  (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  Passive Perception 14
  Passive Perception 15
  Passive Perception 16
  Languages Common, Dwarvish
  Attacks
  Melee Scimitar +5 (1d6+3 ) 
  Melee Javelin +5 (1d6+3 ) 
  Ranged Javelin (Thrown) 30 
  ft.’: +5 (1d6+3); 90 ft.’: +5 
  (1d6+3) Range 30, Long 90 
  Ranged Longbow ) --> 150 
  ft.’: +4 (1d8+2); 600 ft.’: +4 
  (1d8+2) 
  Melee +1 Scimitar +8/+8 
  (1d6+5 ) 
  Melee Javelin +7/+7 (1d6+4) 
  Ranged Javelin (Thrown) 30 
  ft.’: +7/+7 (1d6+4); 90 ft.’: 
  +7/+7 (1d6+4) Range 30, 
  Long 90 
  Ranged Longbow ) --> 150 
  ft.’: +5/+5 (1d8+2); 600 ft.’: 
  +5/+5 (1d8+2) 
  Melee +2 Scimitar  
  +11/+11 (1d6+7 ) 
  Melee Javelin +9/+9 
  (1d6+5 ) 
  Ranged Javelin (Thrown) 30 
  ft.’: +9/+9 (1d6+5); 90 ft.’: 
  +9/+9 (1d6+5) Range 30, 
  Long 90 
  Ranged Longbow ) --> 150 
  ft.’: +6/+6 (1d8+2); 600 
  ft.’: +6/+6 (1d8+2) 
  Melee +3 Scimitar  +13/+13 
  (1d6+8 ) 
  Melee Javelin +10/+10 
  (1d6+5 ) 
  Ranged Javelin (Thrown) 30 
  ft.’: +10/+10 (1d6+5); 90 
  ft.’: +10/+10 (1d6+5) Range 
  30, Long 90 
  Ranged Longbow ) --> 150 
  ft.’: +8/+8 (1d8+3); 600 ft.’: 
  +8/+8 (1d8+3) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  CG; Medium Humanoid (Dwarf)
  
  536
  NPCs
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. 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.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Mason’s Tools Proficient with Artisan Mason’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Persistent Rage Beginning at 15th level, your rage is so fierce that it ends 
  early only if you fall unconscious or if you choose to end it.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 4. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Danger 
  Sense, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Unarmored 
  Defense
  Ability Score Increase, Ability 
  Score Increase, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Danger Sense, 
  Extra Attack, Fast Movement, 
  Feral Instinct, Frenzy, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Relentless Rage, Unarmored 
  Defense
  Ability Score Increase, Ability 
  Score Increase, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Brutal Critical, 
  Danger Sense, Extra Attack, 
  Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Persistent Rage, 
  Primal Path, Rage, Reckless 
  Attack, Relentless Rage, 
  Unarmored Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Scimitar;
  studded leather armor;
  shield;
  longbow;
  arrows (20x);
  javelin (3x)
  +1 scimitar;
  +1 studded leather armor;
  shield;
  longbow;
  arrows (20x);
  javelin (3x)
  +2 scimitar;
  +2 studded leather 
  armor;
  shield;
  longbow;
  arrows (20x);
  javelin (3x)
  +3 scimitar;
  +3 studded leather armor;
  shield;
  longbow;
  arrows (20x);
  javelin (3x)
  
  537
  NPCs
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
  
  538
  NPCs
  Jaer
  Overview
  Jae is the Enclave’s Druid Trainer, and as such holds a place 
  of interesting importance among those with that profession 
  or class, regardless of how much legitimate authority he 
  actually wields.
  Appearance & Demeanor
  Jaer is a stern, regal half-elf.  They say that there are those to 
  whom no power should be given, based on how they seem to 
  abuse what little power they have: Jaer is a case in point to 
  this thinking.
  He thinks himself loftily above those he teaches, regardless 
  of the comparable abilities involved.  Even those who have 
  thrived under his tutelage and have gone on to great success 
  are still treated like pitiful neophytes upon their return to 
  greet their once-master.
  Jaer dresses in the same leathers and hide armor every day, 
  and is rigorously clean-shaven.  Despite how his manner may 
  rub some the wrong way, the druid is indeed quite capable, 
  and although not all prefer his approach, his teaching 
  abilities are manifest.
  On occasion—more so, in recent months, it would seem—he 
  has been known to leer and jest in inappropriate ways, with 
  students of all genders.
  Background
  Jaer studied druidcraft under the watchful eye of his uncle.  
  The uncle had middling talent at best, but his was the only 
  spark of magical abilities in the family, and so when at a 
  young age Jaer showed promise in this arena, he was sent off 
  to live with his uncle until adulthood, returning a few times 
  a year to visit his parents and brothers.
  It was fairly quickly that Jaer’s uncle realized that his 
  nephew’s abilities would soon far outstrip his own.  In 
  combination with the fact that the man was a coward and a 
  lonely drunk, and had himself been abused by his parents, it 
  was the fulfillment of a tale all too common that the uncle 
  soon started to take advantage of his powerful position 
  with Jaer.  After each unwanted encounter, the uncle would 
  remind Jaer that it would be next to nothing for him to 
  arrange Jaer’s death, and to make it look like an accident.
  Faced with these threats, Jaer grew up under the looming, 
  evil presence of his uncle, from whom he learned druidcraft, 
  cruelty, and sociopathic sadism.
  It was only a function of Jaer’s somewhat basic good nature 
  that he turned, not to a life of evil, but to one of teaching.  
  Upon leaving his uncle’s house, he vowed that he would 
  provide a save haven for other students, who would never 
  suffer as he had.  As a continuation of the sad tale, the well-
  meaning teacher and Druid would soon find himself tempted 
  beyond his abilities of restraint, and would eventually make 
  commonplace and frequent the abuse he himself had so 
  abhorred when he had endured it.
  Jaer himself would not recognize the man he has become, 
  and if faced with it outright, would probably snap and go 
  insane at the discrepancy between his noble goals and the 
  horror he has inflicted upon the innocent who had placed 
  their trust in him.
  Combat Tactics
  Jaer is an accomplished Druid, and teaches his craft well.  
  Even so, he is out of practice in a combat situation where 
  he is not the overwhelmingly dominant factor: training 
  neophytes has given him a false confidence that evaporates 
  quickly when he becomes bloodied.
  He will begin combat recklessly, spending his most powerful 
  spells early and without much strategy.  Once reduced to 
  3/4 his maximum hit points, he will become more cautious; 
  when below half his maximum, he will switch to defensive.
  If reduced to fewer than one-quarter his maximum hit 
  points, he will flee in terror.
  Faction Memberships
  Enclave Trainers.
  CR 7; XP 3,200
  Druid Trainer
  
  539
  NPCs
  Habits and Logistics
  In the daytime, there is a 
    30% chance he is roaming the 
  Ground Level of the Druid Enclave, either teaching his craft 
  or soliciting such; this decreases to 
    10% in the evenings.
  The remainder of his time is spent in the Druid Forest 
  outside the Enclave, teaching and studying himself.
  Conversation
  Jaer always talks down to whomever he’s engaged in 
  conversation with, be it a lowly street urchin or the loftiest 
  Council Elder.  It’s not even a conscious decision for him any 
  longer.
  Any PC with a Charisma score of 14 or greater will receive 
  special attention from Jaer, regardless of race or sex.  The 
  Druid Trainer will make inappropriate comments, jokes, or 
  simply ogle physical attributes, and will do so in seeming 
  ignorance of how uncomfortable it may make the target of 
  such leers, or of others privy to the discussion.
  What do you think of the Enclave?
   
    “Ah, ‘tis a noble place.  Beautiful, is it not?  Just gaze 
  upon the trees, the flowers, the grass—even the very 
  air we breathe is made vibrant by the community, 
  who respects the forest even as they depend upon it 
  for sustenance.  Nay, I’ve not seen its like in the entire 
  Realm.”
  What do you think of the Council of Elders?
   
    “Well-intentioned, it must be said; even those lacking 
  in morals or successes must be recognized to do their 
  best, or at least to attempt their best, results be damned.  
  There may even be those who truly make the Enclave a 
  better place, though whether that is true, and to whom it 
  applies, seems to change on a month-by-month basis.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “I’m well aware of the importance of the mining city, 
  but come to think of it, I’ve not seen hide nor hair of any 
  Mondarian for a few months, now.  Typically there’s a 
  shipment of ore, a handful of immigrants, or those on 
  leave who have coin to spend in town, coming and going 
  a few times a week, but I’ve seen none such of late.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +2
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  Modifier
  Circumstance
  -4
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -4
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +2
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
  The Quest: A Teacher’s Trust on page 72 can be initiated 
  as described, or in speaking with Jaer directly for any length 
  of time.  
  
  540
  NPCs
  Jaer
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Druid 4
  Druid 8
  Druid 12
  Druid 16
  Size / Aln
  Medium TN  
  Half-Elf
  Medium TN  
  Half-Elf
  Medium TN  
  Half-Elf
  Medium TN  
  Half-Elf
  HP
  21
  42
  54
  73
  Armor 
  Class
  13
  14
  15
  16
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  10 (+2) 
  WIS 
  17 (+5) 
  CHA 11 (+0)
  STR 
  13 (+1) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  10 (+3) 
  WIS 
  19 (+7) 
  CHA 11 (+0)
  STR 
  14 (+2) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  10 (+4) 
  WIS 
  20 (+9) 
  CHA 11 (+0)
  STR 
  16 (+3) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  10 (+5) 
  WIS 
  20 (+10) 
  CHA 11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  +2 Herbalism Kit
  Passive Perception 14
  +3 Herbalism Kit
  Passive Perception 15
  +4 Herbalism Kit
  Passive Perception 15
  +5 Herbalism Kit
  Languages Common, Druidic, Dwarvish, Elvish
  Attacks
  Melee Spear +3 (1d6+1 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +3 (1d6+1); 60 ft.’: +3 
  (1d6+1) 
  Melee +1 Spear +5 (1d6+2 ) 
  Ranged +1 Spear 20 ft.’: +5 
  (1d6+2); 60 ft.’: +5 (1d6+2) 
  Melee +2 Spear +8 (1d6+4) 
  Ranged +2 Spear 20 ft.’: 
  +8 (1d6+4); 60 ft.’: +8 
  (1d6+4)
  Melee +3 Spear +11 (1d6+6) 
  Ranged +3 Spear 20 ft.’: 
  +11 (1d6+6); 60 ft.’: +11 
  (1d6+6)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
  TN; Medium Humanoid (Half-Elf)
  
  541
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  Druidic You know Druidic, the secret language of druids. You can speak 
  the language and use it to leave hidden messages. You and others who 
  know this language automatically spot such a message. Others spot the 
  message’s presence with a successful DC 15 Wisdom (Perception) check 
  but can’t decipher it without magic.
  Land’s Stride Starting at 6th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Recovery Starting at 2nd level, you can regain some of your 
  magical energy by sitting in meditation and communing with nature. 
  During a short rest, you choose expended spell slots to recover. The spell 
  slots can have a combined level that is equal to or less than 8, and none of 
  the slots can be 6th level or higher. You can’t use this feature again until 
  you finish a long rest For example, when you are a 4th-level druid, you can 
  recover up to two levels worth of spell slots. You can recover either a 2nd-
  level slot or two 1st-level slots.
  Nature’s Sanctuary When you reach 14th level, creatures of the natural 
  world sense your connection to nature and become hesitant to attack 
  you. When a beast or plant creature attacks you, that creature must 
  make a Wisdom saving throw against your druid spell save DC: 18. On 
  a failed save, the creature must choose a different target, or the attack 
  automatically misses. On a successful save, the creature is immune to 
  this effect for 24 hours. The creature is aware of this effect before it 
  makes its attack against you.
  Nature’s Ward When you reach 10th level, you can’t be charmed or 
  frightened by elementals or fey, and you are immune to poison and 
  disease.
  Ritual Casting You can cast a druid spell as a ritual if that spell has the 
  ritual tag and you have the spell prepared.
  Wild Shape Starting at 2nd level, you can use your action to magically 
  assume the shape of a beast that you have seen before. You can use 
  this feature twice. You regain expended uses when you finish a short or 
  long rest. Your druid level determines the beasts you can transform into. 
  At 2nd level, for example, you can transform into any beast that has a 
  challenge rating of 1/4 or lower that doesn’t have a flying or swimming 
  speed. You can stay in a beast shape for a number of hours equal to 8. 
  You then revert to your normal form unless you expend another use of 
  this feature. You can revert to your normal form earlier by using a bonus 
  action on your turn. You automatically revert if you fall unconscious, drop 
  to 0 hit points, or die. While you are transformed, the following rules 
  apply: Your game statistics are replaced by the statistics of the beast, 
  but you retain your alignment, personality, and Intelligence, Wisdom, 
  and Charisma scores. You also retain all of your skill and saving throw 
  proficiencies, in addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus in its stat block is higher 
  than yours, use the creature’s bonus instead of yours. If the creature has 
  any legendary or lair actions, you can’t use them. When you transform, 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Natural Recovery, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Ritual 
  Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Ward, Ritual Casting, 
  Spellcasting, Spellcasting 
  Focus, Wild Shape, Circle of 
  the Land
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Fey Ancestry, Languages, 
  Skill Versatility, Ability Score 
  Improvement, Bonus Cantrip, 
  Cantrips, Circle Spells, Druid 
  Circle, Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spell-
  casting
  Save DC 13; Spell Atk +5
  2nd: animal messenger; 
  gust of wind; locate animals 
  or plants
  1st: animal friendship; 
  entangle; speak with 
  animals; thunderwave
  Save DC 15; Spell Atk +7
  4th: conjure woodland 
  beings; polymorph; wall of 
  fire
  3rd: conjure animals; plant 
  growth; speak with plants
  2nd: animal messenger; gust 
  of wind; locate animals or 
  plants
  1st: animal friendship; 
  entangle; speak with 
  animals; thunderwave
  Save DC 17; Spell Atk +9
  6th: transport via plants
  5th: commune with nature; 
  insect plague; tree stride
  4th: conjure woodland 
  beings; polymorph; wall 
  of fire
  3rd: conjure animals; plant 
  growth; speak with plants
  2nd: animal messenger; 
  gust of wind; locate animals 
  or plants
  1st: animal friendship; 
  entangle; speak with 
  animals; thunderwave
  Save DC 18; Spell Atk +10
  8th: control weather
  7th: reverse gravity
  6th: transport via plants
  5th: commune with nature; 
  insect plague; tree stride
  4th: conjure woodland 
  beings; polymorph; wall of 
  fire
  3rd: conjure animals; plant 
  growth; speak with plants
  2nd: animal messenger; gust 
  of wind; locate animals or 
  plants
  1st: animal friendship; 
  entangle; speak with animals; 
  thunderwave
  Equipment
  Spear;
  hide armor
  +1 spear;
  +1 hide armor
  +2 spear;
  +2 hide armor
  +3 spear;
  +3 hide armor
  
  542
  NPCs
  you assume the beast’s hit points and Hit Dice. When you revert to your 
  normal form, you return to the number of hit points you had before 
  you transformed. However, if you revert as a result of dropping to 0 hit 
  points, any excess damage carries over to your normal form. For example, 
  if you take 10 damage in animal form and have only 1 hit point left, you 
  revert and take 9 damage. As long as the excess damage doesn’t reduce 
  your normal form to 0 hit points, you aren’t knocked unconscious. You 
  can’t cast spells, and your ability to speak or take any action that requires 
  hands is limited to the capabilities of your beast form. Transforming 
  doesn’t break your concentration on a spell you’ve already cast, however, 
  or prevent you from taking actions that are part of a spell, such as call 
  lightning, that you’ve already cast. You retain the benefit of any features 
  from your class, race, or other source and can use them if the new form is 
  physically capable of doing so. However, you can’t use any of your special 
  senses, such as darkvision, unless your new form also has that sense. 
  You choose whether your equipment falls to the ground in your space, 
  merges into your new form, or is worn by it. Worn equipment functions 
  as normal, but the DM decides whether it is practical for the new form to 
  wear a piece of equipment, based on the creature’s shape and size. Your 
  equipment doesn’t change size or shape to match the new form, and any 
  equipment that the new form can’t w ear must either fall to the ground or 
  merge with it. Equipment that merges with the form has no effect until 
  you leave the form.
  Circle of the Land The Circle of the Land is made up of mystics and sages 
  who safeguard ancient knowledge and rites through a vast oral tradition. 
  These druids meet within sacred circles of trees or standing stones to 
  whisper primal secrets in Druidic. The circle’s wisest members preside 
  as the chief priests of communities that hold to the Old Faith and serve 
  as advisors to the rulers of those folk. As a member of this circle, your 
  magic is influenced by the land where you were initiated into the circle’s 
  mysterious rites. 
  
  543
  NPCs
  Terjonne
  Overview
  This female elf teaches her students by example, rarely 
  speaking a word in so doing.  She is quiet, and keeps to 
  herself; her main vector of business is by word of mouth, 
  which is considerable and consistently positive.
  Appearance & Demeanor
  Terjonne is either quite young, quite old, or anywhere in 
  between; it is difficult to tell.  In addition to simply being an 
  elf, which tends to make age estimation difficult for those of 
  other races, Terjonne typically wears camouflage paint over 
  her face and exposed flesh.
  Her garb is a curious mixture of careless and studious: she 
  seems to spend zero time managing her hair, but her battle 
  garb is meticulously well-kept and organized about her lithe 
  frame.
  She moves silently, and speaks in a whisper, as though 
  unaccustomed to the need.  Which is in large part true, given 
  that she spends nearly all her time in the wilds outside of 
  town.
  Background
  Terjonne comes from a noble elven house in a part of the 
  Realm far-flung from the Druid Enclave.  When a teenager, 
  her family was roving through the woods, trying their hand 
  at hunting for small game, when a band of militant orcs 
  trampled through the region.
  The ensuing interaction with the noble elven family started 
  as a robbery, and ended as a slaughter.  Of her house, only 
  Terjonne herself survived, and that only because she ran 
  away as quickly as possible once the fighting began.
  She regrets not doing more to help her family, but has wisely 
  come to grips with the reality that she would merely have 
  perished at their side if she had done anything other than 
  what she did.
  She’s still not sure if that would have been a better fate.
  The experience shocked her into silence, and into a life of 
  hermit-like foraging, for several decades, until she gathered 
  enough ability and courage to rejoin society, even if only at 
  its outskirts.
  When she happened upon the Enclave many decades back, 
  her Ranger abilities surpassed those of most in town, and 
  those whose talents were greater had no time available to 
  teach the younger generation.  
  Sensing an opportunity to gain employment and find 
  stability, without having to talk much to people, Terjonne 
  volunteered, and has acted as the Enclave’s Ranger Trainer 
  ever since.
  Combat Tactics
  Terjonne is well used to combat, but approaches it on her 
  terms, or not at all; she will flee immediately if faced with 
  a battle not of her choosing, opting instead to regroup and 
  pursue her assailants from afar or from ambush.
  She has no fear of death, and little to live for; she will fight 
  to the death if escape seems improbable.
  Faction Memberships
  Enclave Trainers.
  Habits and Logistics
  In the daytime, there is a 
    90% chance she is roaming the 
  Druid Forest outside of the city; this increases to 
    95% in 
  the evenings.
  When not in the surrounding wilds, Terjonne will be in town, 
  reluctantly buying supplies.
  Conversation
  Terjonne speaks in a whisper, if at all; she has a strong grasp 
  of body language and gestures whenever such an approach 
  can convey the meaning required.
  What do you think of the Enclave?
   
    (shrugs, nods)
  CR 7; XP 3,200
  Ranger Trainer
  
  544
  NPCs
  What do you think of the Council of Elders?
   
    “Many Rangers.  Not bad.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “Mining town is needed for the Enclave.  Unsure as to 
  fate.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  -1
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -7
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -5
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +4
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Calm Companion
    Summary: Accompany Terjonne in a trek through the 
  Druid Forest.
    Rewards:   
    250 gp / 
    750 gp / 
    1,500 gp / 
    
  2,250 gp; up to 
    1 Reward Star.
    Locations: Druid Forest surrounding the Enclave.
    Key NPCs: Terjonne.
    Kickoff: In speaking with Terjonne, if any of the PCs 
  has at least one class level in Ranger (or, at the GM’s 
  discretion, a similar class, racial attribute, or other 
  qualifying characteristic in common with the trainer), 
  she will examine that PC with more interest. 
   
  If more than one PC has Ranger levels, Terjonne will 
  focus on the one with more levels.  In the event of a tie, 
  Terjonne will focus on the PC with a greater Wisdom 
  score.  If that, too, ties, then randomly select one of the 
  qualifying PCs for Terjonne to focus on in this manner. 
   
  Whichever PC Terjonne focuses on, she will invite that 
  PC to join her in a hunting expedition around the Druid 
  Forest.
    Description:
  You can choose to model this as a combat encounter, or a 
  skill check.  
  If the former, place some game—elk, deer, bear, etc.—in 
  the forest and have the selected PC and Terjonne pursue 
  it together.  Whoever deals the killing blow to the animal 
  scores the “win”.
  If you would prefer to model it as a quicker skill challenge, 
  perform a 
    Survival check (or similar skill) for the PC, 
  opposed by the Survival of Terjonne.  For the purposes of 
  this challenge, the skill involves tracking, so class and racial 
  bonuses etc. may apply to the check for one or both of the 
  participants.  
  Repeat the skill check until one participant wins by more 
  than 4 points; that person is the winner.
    If Terjonne wins the hunt, she will thank the PC for their 
  time and for the thrill of the hunt, and that is all.  That 
  PC is welcome to join Terjonne again in the hunt, and to 
  repeat this Quest.
    If the PC wins the hunt, Terjonne’s Attitude Tracker 
  increases by the amount by which they won, minus 4 
  (if modeled as a skill check), or by 4 points outright (if 
  modeled as a combat encounter).  She will also give the 
  PC the described monetary reward as a cut of what she 
  will profit by from the creature’s skin and meat.  Finally, 
  the PC will receive 
    1 Reward Star.
    This Quest may be ignored, and/or returned to, any 
  number of times.
  
  545
  NPCs
  Terjonne
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Ranger 4
  Ranger 8
  Ranger 12
  Ranger 16
  Size / Aln
  Medium LN 
  Elf (High)
  Medium LN 
  Elf (High)
  Medium LN 
  Elf (High)
  Medium LN 
  Elf (High)
  HP
  18
  39
  54
  70
  Armor 
  Class
  13
  15
  17
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  9 
  (+1) 
  DEX 13 (+3) 
  CON 8 
  (-1) 
  INT 
  14 (+2) 
  WIS 
  18 (+4) 
  CHA 13 (+1)
  STR 
  9 
  (+2) 
  DEX 15 (+5) 
  CON 8 
  (-1) 
  INT 
  14 (+2) 
  WIS 
  18 (+4) 
  CHA 13 (+1)
  STR 
  10 (+4) 
  DEX 16 (+7) 
  CON 8 
  (-1) 
  INT 
  14 (+2) 
  WIS 
  18 (+4) 
  CHA 13 (+1)
  STR 
  10 (+5) 
  DEX 18 (+9) 
  CON 8 
  (-1) 
  INT 
  14 (+2) 
  WIS 
  18 (+4) 
  CHA 13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 16
  Passive Perception 17
  Passive Perception 18
  Passive Perception 19
  Languages Common, Draconic, Dwarvish, Elvish, Giant, Gnomish
  Attacks
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Melee Shortsword +3 
  (1d6+1 ) 
  Ranged Longbow ) --> 150 
  ft.’: +3 (1d8+1); 600 ft.’: +3 
  (1d8+1) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5/+5 (1d4+2); 60 ft.’: 
  +5/+5 (1d4+2) 
  Melee +1 Shortsword +6/+6 
  (1d6+3 ) 
  Ranged Longbow ) --> 150 
  ft.’: +5/+5 (1d8+2); 600 ft.’: 
  +5/+5 (1d8+2) 
  Melee Dagger +7 (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +7/+7 (1d4+3); 60 
  ft.’: +7/+7 (1d4+3) 
  Melee +2 Shortsword  
  +9/+9 (1d6+5 ) 
  Ranged Longbow ) --> 150 
  ft.’: +7/+7 (1d8+3); 600 
  ft.’: +7/+7 (1d8+3) 
  Melee Dagger +9 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9/+9 (1d4+4); 60 ft.’: 
  +9/+9 (1d4+4) 
  Melee +3 Shortsword  
  +12/+12 (1d6+7 ) 
  Ranged Longbow ) --> 150 
  ft.’: +9/+9 (1d8+4); 600 ft.’: 
  +9/+9 (1d8+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  LN; Medium Humanoid (Elf)
  
  546
  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. 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.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) 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.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Favored 
  Enemy, Fighting Style, 
  Horde Breaker, Hunter, 
  Hunter’s Prey, Natural 
  Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Dueling, 
  Aberrations, Mountain
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Defensive 
  Tactics, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Horde Breaker, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, 
  Dueling, Aberrations, 
  Constructs, Mountain, 
  Swamp
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Defensive 
  Tactics, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Hide in Plain Sight, 
  Horde Breaker, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Multiattack, 
  Natural Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, 
  Whirlwind Attack, Dueling, 
  Aberrations, Constructs, 
  Forest, Mountain, Swamp
  Spellcaster Spell Slots, Ability 
  Score Increase, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Hide in Plain 
  Sight, Horde Breaker, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, Spell 
  Slots, Steel Will, Superior 
  Hunter’s Defense, Vanish, 
  Whirlwind Attack, Dueling, 
  Aberrations, Constructs, 
  Elementals, Forest, Mountain, 
  Swamp
  Spell-
  casting
  Save DC 14; Spell Atk +6
  1st: animal friendship; fog 
  cloud; speak with animals
  Save DC 15; Spell Atk +7
  2nd: animal messenger; 
  locate animals or plants; 
  pass without trace
  1st: animal friendship; fog 
  cloud; hunter’s mark; speak 
  with animals
  Save DC 16; Spell Atk +8
  3rd: conjure animals; plant 
  growth; speak with plants
  2nd: animal messenger; 
  locate animals or plants; 
  pass without trace
  1st: animal friendship; fog 
  cloud; hunter’s mark; speak 
  with animals
  Save DC 17; Spell Atk +9
  4th: conjure woodland 
  beings
  3rd: conjure animals; plant 
  growth; speak with plants
  2nd: animal messenger; 
  locate animals or plants; pass 
  without trace
  1st: animal friendship; fog 
  cloud; hunter’s mark; speak 
  with animals
  Equipment
  Shortsword;
  dagger;
  studded leather armor;
  longbow;
  arrows (20x)
  +1 shortsword;
  dagger;
  +1 studded leather armor;
  longbow;
  arrows (20x)
  +2 shortsword;
  dagger;
  +2 studded leather 
  armor;
  longbow;
  arrows (20x)
  +3 shortsword;
  dagger;
  +3 studded leather armor;
  longbow;
  arrows (20x)
  
  547
  NPCs
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Horde Breaker Once on each of your turns when you make a weapon 
  attack, you can make another attack with the same weapon against a 
  different creature that is within 5 feet of the original target and within 
  range of your weapon.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. 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. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Steel Will You have advantage on saving throws against being frightened.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Whirlwind Attack You can use your action to make a melee attack against 
  any number of creatures within 5 feet of you, with a separate attack roll 
  for each target.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Aberrations Advantage on Wisdom (Survival) checks to track Aberrations, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Constructs Advantage on Wisdom (Survival) checks to track Constructs, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Elementals Advantage on Wisdom (Survival) checks to track Elementals, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all. 
  
  548
  NPCs
  Ulfgarre Thorngage
  Overview
  A gruff, no-nonsense halfling, Ulfgarre is a competent, 
  if unusual and uncaring, herbalist, who ably, if not 
  charismatically, addresses the Enclave’s apothecarial needs.
  Appearance & Demeanor
  Ulfgarre is more dwarflike in demeanor than halfling: short, 
  curt words, often in monosyllables, comprise much of her 
  speech, and she is ever focused on her craft, not on sales or 
  in interacting with his customers.
  As she would point out, if someone’s coming into her shop, 
  they need something; Ulfgarre can’t and has no interest in 
  changing that.  A customer needs healing potions, regardless 
  of whether she’s nice or mean to them.
  Her hair is often unkempt, and her face bears the smudges of 
  a dozen different hues and concoctions from absent-minded 
  ingredient preparation.
  Background
  Growing up, Ulfgarre wanted to be a blacksmith, but was 
  laughed at by family and friends alike.  To add insult to 
  injury, her attempts at adopting the craft regardless of peer 
  pressure resulted in the depressing realization that she 
  utterly lacked talent for it.  
  She turned out to be as bad a blacksmith as everyone around 
  her had theorized in mockery.
  Sullen and dejected, she tried his hand at numerous 
  professions, apprenticing here and there until happening 
  upon herbalism.  In a petty twist of fate, it appeared that she 
  was quite good at it... but hated it and derived no pleasure 
  from the trade.
  At this point in her growth, she was out on her own, and 
  needed a steady job and income to support herself, so she 
  settled down and took to the job to pay the bills.
  Nowadays, Ulfgarre has managed to change her attitude: she 
  embraces the work and commits fully to its execution.
  She would, however, in her heart of hearts, still rather be 
  hammering out a piece of plate mail on an anvil... however 
  ineptly she might go about it!
  Combat Tactics
  Ulfgarre has never known combat, and will shy away from it 
  as an immediate reaction.  If forced into a fight, she will take 
  it as an affront, feeling annoyed and angry that she might 
  even be put in the situation, and will find an inner rage that 
  she had not quite known was present.
  Faction Memberships
  Liquid Guardians.
  Doing Business
  Ulfgarre will sell potions of any Ranger spell, as follows:
    1st-level spells; 105% of retail value
    1st- or 2nd-level spells; 110% of retail value
    1st-, 2nd-, or 3rd-level spells; 120% of retail value
    1st- through 4th-level spells; 125% of retail value
  Habits and Logistics
  In the daytime, there is an 
    80% chance she is at her shop 
  (p 190); this decreases to 
    40% in the evenings.
  When not in the Herbalist shop, she will be out and about in 
  the Druid Forest outside of town, collecting ingredients or 
  foraging for food.
  Conversation
  Ulfgarre hates customers, and resents the distraction 
  from her work.  She keeps conversations short and sweet 
  wherever possible.
  What do you think of the Enclave?
  CR 7; XP 3,200
  Herbalist/Apothecary
  
  549
  NPCs
   
    “It’s fine.  Plenty of business.  That’s the good and the 
  bad, in one, right there.”
  What do you think of the Council of Elders?
   
    “They’re fine.  Keep the peace, which means more work.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “Ore comes from there.  Sometimes get a rare trinket, 
  some fungus or other ingredients.  Odd, though: I’ve not 
  seen anyone from there in a while now.  Usually a few 
  times a week someone pops through from there; it’s been 
  a month or more now.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  -1
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -3
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -4
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +1
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Harvesting Help
    Summary: The PCs can help Ulfgarre by harvesting 
  ingredients from the Druid Forest outside of town.
    Rewards: Special (see below); up to 
    1 Reward Star; 
  up to 25% discount on purchases.
    Locations: Herbalist shop.
    Key NPCs: Ulfgarre Thorngage.
    Kickoff: In conversation with Ulfgarre, if any of the PCs 
  comes from a discipline that uses material components, 
  or has the ability to craft magical potions (e.g., has the 
  Brew Potion feat), she will mention that she hates going 
  out into the forest and risking monster attacks just to 
  gather ingredients, and would value some help in that 
  regard.
    Description:
  Attempting to harvest ingredients in the Druid Forest is 
  pursued in one-hour increments.  During this time, roll 
  for random encounters as you normally would, resolving 
  them as you typically would.  Any time the party flees, or 
  otherwise has to or chooses to cut the harvesting short, the 
  attempt is spoiled and does not bear results.
  If the PCs can commit to an entire hour, and can resolve any 
  threats that present themselves during that time, they will 
  gather ingredients that the Herbalist will reimburse them 
  for, as follows.  
  The “Skill Check Value” listed is a skill check that can be 
  added to the effort.  Pick one PC who has either ranks in 
  Survival, Spellcraft, or similarly relevant skill; roll 1d20 and 
  add their skill rank value and any applicable bonuses.  
  Alternately, you may pick one PC with the ability to brew 
  magical potions, and make a caster level check (typically 
  1d20+caster level).  
    5 lbs; 
    2d20 gp + (1d4 x Skill Check Value)
    10 lbs; 
    4d20 gp + (1d6 x Skill Check Value)
    15 lbs; 
    6d20 gp + (1d8 x Skill Check Value)
    15 lbs; 
    2d100 gp + (1d10 x Skill Check Value)
  The party may continue gathering using the above approach 
  for as long as they like, up to their tolerance for wandering 
  monsters, their attention span for wandering NPCs, and their 
  ability to haul mushrooms and herbs.
    The party can ignore this Quest, to no impact.  They may 
  return to it at any time, for as many repetitions as they 
  desire.
    Once the PCs have gathered and sold enough ingredients 
  to Ulfgarre, she will give them a discount to all items she 
  sells.  This discount is equal to one percent for every full 
  500 gp worth of ingredients sold to her.
    When the PCs have sold 1,000 gp worth of ingredients to 
  the herablist, they will earn 
    1 Reward Star as well.
  
  550
  NPCs
  Ulfgarre Thorngage
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Rogue 4
  Rogue 8
  Rogue 12
  Rogue 16
  Size / Aln
  Small LN 
  Halfling (Lightfoot)
  Small LN 
  Halfling (Lightfoot)
  Small LN 
  Halfling (Lightfoot)
  Small LN 
  Halfling (Lightfoot)
  HP
  28
  52
  86
  111
  Armor 
  Class
  13
  15
  17
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR 
  6 
  (-2) 
  DEX 15 (+4) 
  CON 13 (+1) 
  INT 
  17 (+5) 
  WIS 
  13 (+1) 
  CHA 11 (+0)
  STR 
  6 
  (-2) 
  DEX 17 (+6) 
  CON 13 (+1) 
  INT 
  17 (+6) 
  WIS 
  13 (+1) 
  CHA 11 (+0)
  STR 
  6 
  (-2) 
  DEX 19 (+8) 
  CON 13 (+1) 
  INT 
  17 (+7) 
  WIS 
  13 (+1) 
  CHA 11 (+0)
  STR 
  9 
  (-1) 
  DEX 20 (+10) 
  CON 13 (+1) 
  INT 
  17 (+8) 
  WIS 
  13 (+1) 
  CHA 11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Armor - Disad on Stealth
  +4 Thieves’ Tools
  Passive Perception 11
  Armor - Disad on Stealth
  +6 Thieves’ Tools
  Passive Perception 11
  Armor - Disad on Stealth
  +8 Thieves’ Tools
  Passive Perception 11
  Armor - Disad on Stealth
  +10 Thieves’ Tools
  Languages Common, Halfling
  Attacks
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: -2 
  (1d8+2); 320 ft.’: -2 
  (1d8+2) 
  Melee Dagger (Small) +4 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 
  (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Dagger (Small) +6 
  (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 (1d4+3); 
  60 ft.’: +6 (1d4+3) 
  Ranged +1 Crossbow, Light ) 
  --> 80 ft.’: +1 (1d8+4); 320 
  ft.’: +1 (1d8+4) 
  Melee Dagger (Small) +8 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 
  (1d4+4); 60 ft.’: +8 
  (1d4+4) 
  Ranged +2 Crossbow, Light 
  ) --> 80 ft.’: +4 (1d8+6); 
  320 ft.’: +4 (1d8+6) 
  Melee Dagger (Small) +10 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5) 
  Ranged +3 Crossbow, Light ) 
  --> 80 ft.’: +7 (1d8+8); 320 
  ft.’: +7 (1d8+8) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  LN; Small Humanoid (Halfling)
  
  551
  NPCs
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable 
  Talent, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, 
  Uncanny Dodge
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Slippery Mind, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Light crossbow (small);
  crossbow bolts (10x);
  dagger (small);
  padded armor
  +1 light crossbow (small);
  crossbow bolts (10x);
  dagger (small);
  +1 padded armor
  +2 light crossbow 
  (small);
  crossbow bolts (10x);
  dagger (small);
  +2 padded armor
  +3 light crossbow (small);
  crossbow bolts (10x);
  dagger (small);
  +3 padded armor
  
  552
  NPCs
  Seddyn
  Overview
  Seddyn is a rare, altruistic sort of businessman, interested 
  in making sure everyone in the Enclave has the supplies 
  they need to be successful and content, and still emotionally 
  invested in the ideal of the city.
  Appearance & Demeanor
  Seddyn is happy, content, and bubbly—not quite what one 
  might expect from a provisioner in what is effectively the 
  town’s only option for most types of equipment.
  Cynical customers might guess that the man is frequently 
  drunk or high on pipeweed... and they would be correct.  
  Fortunately, Seddyn is a friendly, competent drunk, and he 
  seems pleasantly surprised and affectionate in a comradely 
  manner when under the influence.
  Background
  Once upon a time, a few decades back, Seddyn has been 
  an adventurer, a caravan driver, and even a caravan escort 
  for a time.  He never quite found his place in any of these 
  activities, and was just good enough to not force the issue of 
  needing to choose an alternate career.
  Advancing age and one too many close blows with monsters, 
  however, forced him to realize that he needed to stabilize 
  around a less violent enterprise.  Buying low and selling 
  high seemed straightforward enough, and would let him 
  justify buying items of the rare and the exotic as a business 
  expense, so he happened into the profession.  
  As luck would have it, when he came into the Enclave, the 
  owner of the general store had died a few months earlier, 
  and so the town was in desperate need of someone to fill the 
  gap.  The Council of Elders sold the general store building to 
  him for a single gold piece, on the condition that he would 
  remain in town for five years afterward.
  That was 15 years ago.  Seddyn could not think of a better 
  life, and would never even try to seek one absent some major 
  interruption of his lifestyle.
  Combat Tactics
  Seddyn was once an adventurer, it’s true, but even then, he 
  never took to well to an outright fight.  He prefers to sneak 
  up on his enemies, and to ambush them—or, better yet, to 
  simply evade violence and spring a trap, or get something 
  larger and pointier to do his fighting for him.
  Habits and Logistics
  In the daytime, there is a 
    65% chance he is at the 
  General Store (p 205); this decreases to 
    50% in the 
  evenings.
  When not in the store, Seddyn will be out of town shopping 
  for rare items, or re-negotiating trade contracts.
  Doing Business
  Seddyn’s shop contains all mundane and common equipment 
  the PCs might desire.  
  For any given rare, non-magical item, there is a 
    25% 
  chance the shop carries it.
  Magical items are still quite rare, and limited, in the shop, 
  but it’s worth asking: Seddyn will carry specific magical 
  items as follows:
    Masterwork 
    15% chance
    Masterwork 
    30% chance;  
  +1 enhancement bonus (or up to 5,000 gp value)  
    5% chance
    Masterwork 
    50% chance;  
  +1 enhancement bonus (or up to 5,000 gp value)  
    15% chance; 
  +2 enhancement bonus (or up to 10,000 gp value)  
    5% chance
    Masterwork 
    100% chance; 
  +1 enhancement bonus (or up to 5,000 gp value)  
    25% chance; 
  CR 7; XP 3,200
  Provisioner
  
  553
  NPCs
  +2 enhancement bonus (or up to 10,000 gp value)  
    10% chance; 
  +3 enhancement bonus (or up to 20,000 gp value)  
    5% chance
  Conversation
  Seddyn is frequently (
    55%) drunk or high; the GM is 
  encouraged to roleplay this effect to hopefully interesting 
  results!
  What do you think of the Enclave?
   
    “A marvelous place, is it not?  I’ve never seen the like.  
  Sure, it’s not without its issues, and crime on occasion, 
  but the ideal, the thought, of so many from so different 
  backgrounds coming together and being one with the 
  surrounding terrain... inspires you, you know, to do your 
  best at things, I think.”
  What do you think of the Council of Elders?
   
    “They do a great job running the place.  Just really 
  effective, really solid work, making sure there’s peace, 
  allowing businessess such as mine to thrive.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “I get ore and other special items—fungus, little 
  critters, sometimes a monster’s weapon or armor—from 
  Mondaria.  But weirdly, I’ve not had any shipments in 
  the last month or so.  I’ve been meaning to take it up 
  with the Council but haven’t had much time to do so, I’m 
  afraid.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +2
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -8
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -1
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +3
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: The Rare & Exotic
    Summary: The PCs can sell unusual items to Seddyn, to 
  mutual profit.
    Rewards: Special (see below); up to 
    2 Reward Stars.
    Locations: General Store.
    Key NPCs: Seddyn.
    Kickoff: The first (and, indeed, every) time the PCs talk 
  with Seddyn, he will mention his interest in purchasing 
  rare or unusual items from the party if they come across 
  such in their travels.
    Description:
  The PCs can show high-quality items to Seddyn to see if the 
  shopkeeper is interested in them.  
  If he is interested in an item using the checks below, then he 
  will pay extra for the item: he will pay 100% of full normal 
  value, plus 
    1d20%.  Check separately for each item that 
  qualifies.
  For each masterwork or magical item the PCs show Seddyn, 
  there is a chance that he may consider the item of interest, 
  as follows:
    Masterwork Items: 
    10% 
  +1 enhancement bonus / magical up to 5k gp: 
    70% 
  +2 enhancement bonus / magical 5k-10k gp: 
    80% 
  +3 enhancement bonus / magical 10k-20k gp: 
    90% 
  +4 enhancement bonus+ / magical >20k gp: 
    100%
    Masterwork Items: 
    5% 
  +1 enhancement bonus / magical up to 5k gp: 
    50% 
  +2 enhancement bonus / magical 5k-10k gp: 
    70% 
  +3 enhancement bonus / magical 10k-20k gp: 
    75% 
  +4 enhancement bonus+ / magical >20k gp: 
    80%
    +1 enhancement bonus / magical up to 5k gp: 
    30% 
  +2 enhancement bonus / magical 5k-10k gp: 
    50% 
  +3 enhancement bonus / magical 10k-20k gp: 
    65% 
  +4 enhancement bonus+ / magical >20k gp: 
    75%
    +1 enhancement bonus / magical up to 5k gp: 
    5% 
  +2 enhancement bonus / magical 5k-10k gp: 
    25% 
  +3 enhancement bonus / magical 10k-20k gp: 
    40% 
  +4 enhancement bonus+ / magical >20k gp: 
    55%
    Once the PCs sell 5 or more items that qualify using the 
  above check, they will receive  
    1 Reward Star.
    Additionally, if the PCs sell 5 or more items that qualify 
  using the above check, that all come from the city 
  of Mondaria and its mines (see the Dark Obelisk 2 
  Adventure Book), they will receive  
    1 Reward Star; 
  this stacks with the other similar reward above.
  
  554
  NPCs
  Seddyn
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Rogue 4
  Rogue 8
  Rogue 12
  Rogue 16
  Size / Aln
  Medium LE 
  Human
  Medium LE 
  Human
  Medium LE 
  Human
  Medium LE 
  Human
  HP
  20
  38
  60
  84
  Armor 
  Class
  15
  16
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0) 
  DEX 18 (+6) 
  CON 10 (+0) 
  INT 
  16 (+5) 
  WIS 
  11 (+0) 
  CHA 16 (+3)
  STR 
  12 (+1) 
  DEX 18 (+7) 
  CON 10 (+0) 
  INT 
  16 (+6) 
  WIS 
  11 (+0) 
  CHA 16 (+3)
  STR 
  14 (+2) 
  DEX 20 (+9) 
  CON 10 (+0) 
  INT 
  16 (+7) 
  WIS 
  11 (+0) 
  CHA 16 (+3)
  STR 
  16 (+3) 
  DEX 20 (+10) 
  CON 10 (+0) 
  INT 
  16 (+8) 
  WIS 
  11 (+0) 
  CHA 16 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  +4 Thieves’ Tools
  Passive Perception 10
  +6 Thieves’ Tools
  Passive Perception 10
  +8 Thieves’ Tools
  Passive Perception 10
  +10 Thieves’ Tools
  Languages Common, Dwarvish
  Attacks
  Melee Dagger +6 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Melee Mace +2 (1d6 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +6 (1d8+4); 320 
  ft.’: +6 (1d8+4) 
  Melee Dagger +7 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+4); 60 ft.’: +7 
  (1d4+4) 
  Melee +1 Mace +5 (1d6+2)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +7 (1d8+4); 320 ft.’: 
  +7 (1d8+4) 
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5) 
  Melee +2 Mace +8 (1d6+4) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +9 (1d8+5); 320 
  ft.’: +9 (1d8+5) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Melee +3 Mace +11 (1d6+6) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +10 (1d8+5); 320 
  ft.’: +10 (1d8+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  LE; Medium Humanoid (Human)
  
  555
  NPCs
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant
   Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable 
  Talent, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, 
  Uncanny Dodge
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Slippery Mind, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger;
  mace;
  leather armor;
  light crossbow;
  crossbow bolts (10x)
  Dagger;
  +1 mace;
  +1 leather armor;
  light crossbow;
  crossbow bolts (10x)
  Dagger;
  +2 mace;
  +2 leather armor;
  light crossbow;
  crossbow bolts (10x)
  Dagger;
  +3 mace;
  +3 leather armor;
  light crossbow;
  crossbow bolts (10x)
  
  556
  NPCs
  Plakk
  Overview
  Plakk is a competent mercenary, and a kind one; although 
  skilled in battle and enjoys it, he longs for a life free of 
  combat and violence and looks forward to it the way that we 
  of the present age wistfully anticipate retirement.
    PC Replacement: Plakk
  Plakk’s long-term goal may be to retire, but for right now, 
  he’s a sword (or at least morningstar) for hire.  Fallen PC 
  Fighters or Rangers might pick things back up with Plakk, 
  and those joining the group anew can do far worse than this 
  able-bodied warrior.
  Appearance & Demeanor
  Plakk does not seem a mercenary at first.  Though garbed for 
  battle, he speaks softly, and kindly.  The barbed morningstar 
  he wields seems most incongruous to his demeanor, which is 
  muted and soft.
  Background
  Plakk was forced into a militant lifestyle from a young age, 
  when a combination of peer pressure and simple monetary 
  need resulted in him joining an orcish warband.  Pillaging 
  and looting were profitable to his purse, but not to his heart: 
  he had no interest in such endeavors, talented though he may 
  have been at them.
  He jumped around a little from one career to another, but 
  the soldierly manner was difficult to shake: how does one 
  neglect the endeavor to which one’s skills seem ideally and 
  profitably suited?
  These days, he sells his combat talents for coin, preferring to 
  act as a guard rather than to accompany adventurers, finding 
  that although the latter option tends to be more profitable, 
  it’s the mercenaries in a party that always get left behind or 
  fed to the dragon first.
  Plakk is trying to save up enough money to “retire” from 
  his mercenary lifestyle.  He dreams of opening a tavern and 
  running it until he is no longer physically able to do so.
  Combat Tactics
  Plakk is a seasoned veteran, and is well used to seeing any 
  fight that erupts in his presence as his duty to engage in.  As 
  a result, he will tend to insert himself into battles that he 
  sees, whether he himself is a target of the violence or not.
  Doing Business
  Plakk is available for hire at the rate of 50 gp, per class level 
  he has, per day.  If the PCs find him, he is available, and they 
  can hire him for any length of time.
  Faction Memberships
  The Moss.
  Habits and Logistics
  In the daytime, there is a 
    70% chance he is roaming 
  about town, typically in the lower levels of the Enclave; this 
  decreases to 
    50% in the evenings.
  When not in the Enclave itself, he will be outside, either 
  roaming the Druid Forest, provisioning himself in another 
  city, or out on assignment guarding a caravan, noble, or 
  adventuring party.
  Conversation
  Plakk is soft-spoken and kind.
  What do you think of the Enclave?
   
    “The Enclave is a good enough place to find work, 
  though it’s often too peaceful for its own good, at least 
  for a mercenary like me.  For others, I imagine it’s a bit 
  CR 7; XP 3,200
  Mercenary
  
  557
  NPCs
  of the paradise that it purports and aspires to be.”
  What do you think of the Council of Elders?
   
    “They keep the peace, and try hard to make things 
  better.  Much of what we value about the Enclave, they’ve 
  brought to be, over the years.  There will always be 
  infighting and conflit and politics when you have more 
  than just one ruler trying to make sense of things; this 
  bunch handles it as well as any I’ve seen.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “I know it’s basically a prison for the dwarves, and the 
  Elves rule with an iron gauntlet.  I speak a lot to the folks 
  from the mines who come back to the Enclave, usually 
  we get a few groups in each week.  But come to think of 
  it, I’ve not seen anyone or the regular ore shipments in a 
  month or two.  That’s odd.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +3
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -8
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -3
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +3
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: One Last Job
    Summary: The PCs can help secure Plakk’s future... 
  if they are comfortable with him leaving the Enclave 
  forever.
    Rewards: Up to 
    2 Reward Stars.
    Locations: Anywhere in the Druid Enclave.
    Key NPCs: Plakk.
    Kickoff: Speaking with Plakk for any length of time 
  reveals the half-orc’s desires for retirement.  He’s 
  amassed a small fortune (at least, for him) in coin from 
  his mercenary endeavors, and feels he needs only a bit 
  more capital to invest. 
   
  If he’s able to secure a bit more funding, then he knows 
  a cousin a few days’ ride from the Enclave who can sell 
  him a building cheaply, and help him re-establish it as a 
  tavern, fulfilling the aging mercenary’s lifelong dream.
    Description:
  There are three ways that the party can help Plakk meet his 
  objectives here.  Any of these scenarios will end in a reward 
  for the party, and Plakk leaving the Enclave forever to start 
  his new life in another city.  It also increases the mercenary’s 
  Attitude Tracker rating by +20 toward the party.
  Upon successful completion of this quest via any of these 
  means, Plakk may occasionally return to the Enclave, but it 
  is rare.  Once he has left, reroll any situation in which you 
  are determining which NPC is present, and Plakk results; 
  if it is Plakk again, then the mercenary is indeed present; 
  otherwise, abide by the rerolled result.
    The party can simply give Plakk the rest of the money he 
  needs.  This requires a gift of 
    2,000 gp / 
    4,000 
  gp / 
    6,000 gp / 
    8,000 gp.  Giving of themselves 
  in this manner benefits the party 
    2 Reward Stars; 
  the mercenary departs the very next morning for his new 
  life.
    The party can convince the Council to give Plakk a loan 
  for the money he needs.  This requires an audience with 
  the Council, and a Skill Challenge consisting of up to five 
  skill checks, of which the party must win three.  These 
  skill checks are each the party’s 
    Diplomacy, opposed 
  by the Council’s Bluff.  Failure means the party must 
  pursue one of the other options if they wish to fulfill the 
  half-orc’s dream.  Success means the Council grants him 
  the money, the party benefits from 
    1 Reward Star, 
  and the mercenary leaves within the week.
    Finally, the party can help Plakk earn the money by 
  hiring him (see Doing Business, earlier).  If they hire 
  him at a rate that is at least 20% higher than his asking 
  price, as a means of nicely helping him reach his goal 
  more quickly, they will earn 
    1 Reward Star upon 
  completion of a contract that helps him earn the amount 
  listed above.
    Alternately, the PCs can simply ignore the Quest 
  altogether, either in combination with hiring Plakk as a 
  mercenary, or ignoring that option as well.  The party 
  may return to the half-orc at any time to take him up on 
  either offer.
  
  558
  NPCs
  Plakk
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Fighter 4
  Fighter 8
  Fighter 12
  Fighter 16
  Size / Aln
  Medium CN 
  Half-Orc
  Medium CN 
  Half-Orc
  Medium CN 
  Half-Orc
  Medium CN 
  Half-Orc
  HP
  37
  65
  99
  148
  Armor 
  Class
  17
  19
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  18 (+6) 
  DEX 13 (+1) 
  CON 14 (+4) 
  INT 
  9 
  (-1) 
  WIS 
  16 (+3) 
  CHA 7 
  (-2)
  STR 
  20 (+8) 
  DEX 15 (+2) 
  CON 14 (+5) 
  INT 
  9 
  (-1) 
  WIS 
  16 (+3) 
  CHA 7 
  (-2)
  STR 
  20 (+9) 
  DEX 17 (+3) 
  CON 14 (+6) 
  INT 
  9 
  (-1) 
  WIS 
  16 (+3) 
  CHA 7 
  (-2)
  STR 
  20 (+10) 
  DEX 19 (+4) 
  CON 16 (+8) 
  INT 
  9 
  (-1) 
  WIS 
  16 (+3) 
  CHA 7 
  (-2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  Armor - Disad on Stealth
  Passive Perception 13
  Armor - Disad on Stealth
  Passive Perception 13
  Armor - Disad on Stealth
  Passive Perception 13
  Armor - Disad on Stealth
  Languages Common, Orc
  Attacks
  Melee Morningstar +6 
  (1d8+6 ) 
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +3 (1d10+1); 
  400 ft.’: +3 (1d10+1) 
  Melee Dagger +6 (1d4+6 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Melee +1 Morningstar +9/+9 
  (1d8+8 ) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +5/+5 
  (1d10+2); 400 ft.’: +5/+5 
  (1d10+2) 
  Melee Dagger +8/+8 
  (1d4+7) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Melee +2 Morningstar 
  +11/+11/+11 (1d8+9 ) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +7/+7/+7 
  (1d10+3); 400 ft.’: 
  +7/+7/+7 (1d10+3) 
  Melee Dagger +9/+9/+9 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9/+9 (1d4+5); 
  60 ft.’: +9/+9/+9 (1d4+5) 
  Melee +3 Morningstar 
  +13/+13/+13 (1d8+10 ) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +9/+9/+9 
  (1d10+4); 400 ft.’: 
  +9/+9/+9 (1d10+4) 
  Melee Dagger +10/+10/+10 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  CN; Medium Humanoid (Half-Orc)
  
  559
  NPCs
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. 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.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Dueling, 
  Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Morningstar;
  scale mail;
  shield;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +1 morningstar;
  +1 scale mail;
  shield;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +2 morningstar;
  +2 scale mail;
  shield;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +3 morningstar;
  +3 scale mail;
  shield;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  
  560
  NPCs
  Gaeryn
  Overview
  Gaeryn is a scummy, dirty, and vile mercenary, but one 
  only too willing to put these attributes to work in service to 
  anyone willing to pay.
    PC Replacement: Gaeryn
  Although most PCs are not evil, Gaeryn is... and a player 
  playing Gaeryn as a Replacement opportunity can safely 
  ignore that aspect of his profile for convenience.  The 
  mercenary is a very solid and able Rogue for those wishing 
  to replace a fallen PC in that vein, or to start that class as a 
  new addition to the gaming group.
  Appearance & Demeanor
  The human is grimy, rarely washing and never doing 
  anything with his thick, tangled, long hair—a habit he fell 
  into on the road on length adventuring posts.  He does keep 
  his weaponry and armor clean and in good service, however, 
  and has a habit of sharpening blades whenever there are 
  moments of rest on the road (or, less popularly, in a tavern).
  Never truly having belonged anywhere, he feels out of place 
  everywhere, though he would fit right in in most places.  He 
  fidgets, continually looks around at his surroundings, and 
  generally looks uncomfortable whenever he is in a tavern, 
  store, or other civilized building or context.
  Background
  Gaeryn has always been a bit of a loner, foraging in the 
  woods of his childhood home rather than joining his peers in 
  play.  He’s also always had a mean streak: in his forages, he 
  would find creatures and torture, then kill them.  Although 
  this habit started with spiders out of self-defense, it soon 
  escalated to insects in general, and later to foxes and even 
  bears.
  It was upon slaying his first bear, after torturing the poor 
  beast for a few hours, that he realized all his time in the 
  woods had made him quite skilled in combat.  Knowing 
  this was a skill of value, he swiftly thereafter became a 
  mercenary, loaning himself out to adventuring parties.
  After a time, he would start stealing from his comrades 
  when adventuring, a habit he still indulges in.  A gem here, 
  a platinum piece there—with all of the chaos involved in a 
  typical adventure, who keeps count on the road?
  Combat Tactics
  Gaeryn relishes combat, but relishes living even more.  He 
  will fight, and fight well, in service to whomever hires him, 
  but he will not risk his life in a suicidal situation.  Any time 
  he is reduced beneath 25% of his maximum hit points, or 
  upon entering any situation he feels is unwinnable, he will 
  flee.
  Doing Business
  Gaeryn is available for hire at the rate of 45 gp, per class 
  level he has, per day.  If the PCs find him, he is available, and 
  they can hire him for any length of time.
  Faction Memberships
  The Moss.
  Habits and Logistics
  In the daytime, there is a 
    60% chance he is roaming 
  about town, typically in the lower levels of the Enclave; this 
  decreases to 
    40% in the evenings.
  When not in the Enclave itself, he will be outside, either 
  roaming the Druid Forest, provisioning himself in another 
  city, or out on assignment guarding a caravan, noble, or 
  adventuring party.
  CR 7; XP 3,200
  Mercenary
  
  561
  NPCs
  Conversation
  Gaeryn only truly has interest for those who will hire him.  
  Casual conversation, gossip, or rumor has no appeal for the 
  man.
  What do you think of the Enclave?
   
    “It’s fine.  Good place for work, peaceful though it tends 
  to be.”
  What do you think of the Council of Elders?
   
    “Goody-goodies, you ask me.  They try to hard to control 
  people’s nature.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “No.  I mean, I’ve heard of it, sure.  But no idea what 
  might be going on there.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  -2
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -4
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +1
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  
  562
  NPCs
  Gareyn
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Rogue 4
  Rogue 8
  Rogue 12
  Rogue 16
  Size / Aln
  Medium NE 
  Human
  Medium NE 
  Human
  Medium NE 
  Human
  Medium NE 
  Human
  HP
  29
  48
  65
  89
  Armor 
  Class
  16
  17
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1) 
  DEX 18 (+6) 
  CON 12 (+1) 
  INT 
  13 (+3) 
  WIS 
  9 
  (-1) 
  CHA 12 (+1)
  STR 
  14 (+2) 
  DEX 18 (+7) 
  CON 12 (+1) 
  INT 
  13 (+4) 
  WIS 
  9 
  (-1) 
  CHA 12 (+1)
  STR 
  16 (+3) 
  DEX 20 (+9) 
  CON 12 (+1) 
  INT 
  13 (+5) 
  WIS 
  9 
  (-1) 
  CHA 12 (+1)
  STR 
  18 (+4) 
  DEX 20 (+10) 
  CON 12 (+1) 
  INT 
  13 (+6) 
  WIS 
  9 
  (+4) 
  CHA 12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  +4 Thieves’ Tools
  Passive Perception 9
  +6 Thieves’ Tools
  Passive Perception 9
  +8 Thieves’ Tools
  Passive Perception 9
  +10 Thieves’ Tools
  Languages Common, Dwarvish
  Attacks
  Melee Dagger +6 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Melee Shortsword +6 
  (1d6+4 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +6 (1d6+4); 120 ft.’: +6 
  (1d6+4) 
  Melee Dagger +7 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+4); 60 ft.’: +7 
  (1d4+4) 
  Melee +1 Shortsword +8 
  (1d6+5 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +7 (1d6+4); 120 ft.’: +7 
  (1d6+4)
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5) 
  Melee +2 Shortsword +11 
  (1d6+7 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +9 (1d6+5); 120 ft.’: 
  +9 (1d6+5) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Melee +3 Shortsword +13 
  (1d6+8 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +10 (1d6+5); 120 ft.’: 
  +10 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  NE; Medium Humanoid (Human)
  
  563
  NPCs
  Special Abilities
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so do 
  rogues who prefer to think of themselves as professional treasure seekers, 
  explorers, delvers, and investigators. In addition to improving your agility 
  and stealth, you learn skills useful for delving into ancient ruins, reading 
  unfamiliar languages, and using magic items you normally couldn’t 
  employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable 
  Talent, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, 
  Uncanny Dodge
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Slippery Mind, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Shortsword;
  dagger;
  studded leather armor;
  shortbow;
  arrows (20x)
  +1 shortsword;
  dagger;
  +1 studded leather armor;
  shortbow;
  arrows (20x)
  +2 shortsword;
  dagger;
  +2 studded leather 
  armor;
  shortbow;
  arrows (20x)
  +3 shortsword;
  dagger;
  +3 studded leather armor;
  shortbow;
  arrows (20x)
  
  564
  NPCs
  Tultokka
  Overview
  This tiefling has a score to settle with the Council, but is 
  going about it in a very sneaky manner, trying to accumulate 
  gossip and rumor as much as possible in order to blackmail 
  any Elders she can get leverage on.
    PC Replacement: Tultokka
  For a fallen Barbarian PC, Tultokka is an ideal replacement 
  for a player wishing to get back into the action.  Similarly, 
  newly-joining players who want a combative warrior need 
  look no further.
  Appearance & Demeanor
  Tultokka is a burly, almost monstrous tiefling, bulging with 
  muscles.  She chooses garb that flaunts this feature, making 
  her seem much more formidable than she is.  She makes 
  her competence known, and is not shy about offering her 
  services.
  Background
  Tultokka came to the Enclave eight years ago, looking for 
  work.  The Council at the time—and still even now, to great 
  extent—had prejudices against tieflings, and took advantage 
  of their position and Tultokka’s desperation for work.
  They assigned her to toil in the Mondarian mines alongside 
  the dwarves.  And if the Council Elders had racist 
  predilictions toward tieflings, it was nothing compared to 
  what the Elven Administration dished out.
  Tultokka suffered greatly at the hands of dwarven miners 
  and elven administrators alike, until she could take no more.  
  She fought back one day against would-be elven rapists, and 
  slew two of them in so doing.
  Thanks to the testimony of the small handful of dwarves and 
  even one elf who had witnessed the encounter, Tultokka was 
  not punished as a result of the accidental murders, and was 
  set free from service in the mines.
  Rather than get as far away from the situation as she could, 
  Tultokka settled down into the Enclave and its surrounding 
  territory.  She knew that an out-and-out assault against 
  one of the Elders would be treated as an assassination, and 
  that she herself would be put to death, even if she were 
  successful.  
  So, rather than take her revenge directly, she began to amass 
  information.
  Her dream is to accumulate enough evidence and rumor 
  against at least one of the Elders so that she can blackmail 
  them and make them to suffer.
  Combat Tactics
  The tiefling is ruthless in battle, and will fight to the death 
  in service to the melee.
  Doing Business
  Tultokka is available for hire at the rate of 60 gp, per class 
  level she has, per day.  If the PCs find her, she is available, 
  and they can hire her for any length of time.
  In addition, the party can “purchase rumor” from her, 
  up to 6 times total in their relationship with the tiefling 
  mercenary.  This costs the party 75 gp per attempt.  Roll on 
  the Rumors and Lore table and convey the result.  
  The fee is still incurred regardless of whether the rumor is 
  true, and/or if the party has heard that rumor already.
  Finally, the party may “sell information” to Tultokka.  She 
  will pay 100 gp for any rumor involving one or more of the 
  Council Elders; she will still pay 5 gp for any other rumor.  
  Perhaps obviously, she will not pay for the same rumor more 
  than once, and for any given rumor the party has heard, 
  there is a 
    40% chance the tiefling has heard it already 
  and does not need to pay.
  Faction Memberships
  The Moss.
  CR 7; XP 3,200
  Mercenary
  
  565
  NPCs
  Habits and Logistics
  In the daytime, there is a 
    80% chance she is roaming 
  about town, typically in the lower levels of the Enclave; this 
  decreases to 
    60% in the evenings.
  When not in the Enclave itself, she will be outside, either 
  roaming the Druid Forest, provisioning herself in another 
  city, or out on assignment guarding a caravan, noble, or 
  adventuring party.
  Conversation
  Tultokka is always interested in rumors and work.
  What do you think of the Enclave?
   
    “A false vision.  A mirage, obscuring a cesspool of 
  corruption, evil, and abuse.”
  What do you think of the Council of Elders?
   
    “Miscreants or pathetic dolts, all of them.  They’re 
  either blind to the abuse suffered at their own hands, or 
  they’re willingly ignoring it and allowing it to continue.  
  Not sure which is worse, especially for leaders who are 
  supposed to be keeping things peaceful.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “All too well.  The miners suffer and the administration 
  runs roughshod over everyone’s livelihood.  There is 
  systemic torture, abuse, theft, and rape, and it’s all 
  ignored unless something truly horrific happens.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +1
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -1
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -4
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  -2
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  
  566
  NPCs
  Tultokka
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Barbarian 4
  Barbarian 8
  Barbarian 12
  Barbarian 16
  Size / Aln
  Medium CG 
  Tiefling
  Medium CG 
  Tiefling
  Medium CG 
  Tiefling
  Medium CG 
  Tiefling
  HP
  40
  60
  102
  130
  Armor 
  Class
  14
  15
  16
  17
  Speed
  Walk 30’
  Walk 40’
  Walk 40’
  Walk 40’
  Ability 
  Scores / 
  Saves
  STR 
  18 (+6) 
  DEX 14 (+2) 
  CON 14 (+4) 
  INT 
  9 
  (-1) 
  WIS 
  6 
  (-2) 
  CHA 10 (+0)
  STR 
  20 (+8) 
  DEX 14 (+2) 
  CON 14 (+5) 
  INT 
  9 
  (-1) 
  WIS 
  6 
  (-2) 
  CHA 10 (+0)
  STR 
  20 (+9) 
  DEX 16 (+3) 
  CON 14 (+6) 
  INT 
  9 
  (-1) 
  WIS 
  6 
  (-2) 
  CHA 10 (+0)
  STR 
  20 (+10) 
  DEX 18 (+4) 
  CON 14 (+7) 
  INT 
  9 
  (-1) 
  WIS 
  6 
  (-2) 
  CHA 10 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Languages Common, Infernal
  Attacks
  Melee Greatsword +6 
  (2d6+4)
  Melee Dagger +6 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +4 (1d8+2); 320 
  ft.’: +4 (1d8+2) 
  Melee +1 Greatsword +9/+9 
  (2d6+6)
  Melee Dagger +8/+8 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +5/+5 (1d8+2); 320 
  ft.’: +5/+5 (1d8+2) 
  Melee +2 Greatsword 
  +11/+11 (2d6+7)
  Melee Dagger +9/+9 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +7/+7 (1d8+3); 
  320 ft.’: +7/+7 (1d8+3) 
  Melee +3 Greatsword 
  +13/+13 (2d6+8)
  Melee Dagger +10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +9/+9 (1d8+4); 320 
  ft.’: +9/+9 (1d8+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  CG; Medium Humanoid (Tiefling)
  
  567
  NPCs
  Special Abilities
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. 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.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  13.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Persistent Rage Beginning at 15th level, your rage is so fierce that it ends 
  early only if you fall unconscious or if you choose to end it.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 4. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Danger 
  Sense, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Unarmored 
  Defense
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Danger Sense, 
  Extra Attack, Fast Movement, 
  Feral Instinct, Frenzy, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Relentless Rage, Unarmored 
  Defense
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Brutal Critical, 
  Danger Sense, Extra Attack, 
  Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Persistent Rage, 
  Primal Path, Rage, Reckless 
  Attack, Relentless Rage, 
  Unarmored Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatsword;
  hide armor;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +1 greatsword;
  +1 hide armor;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +2 greatsword;
  +2 hide armor;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +3 greatsword;
  +3 hide armor;
  light crossbow;
  crossbow bolts (10x);
  dagger
  
  568
  NPCs
  Wubafix
  Overview
  Wubafix is an industrial, enterprising human Rogue, despite 
  having kind of happened into his current role of Black 
  Market Leader for the Druid Enclave.
  Appearance & Demeanor
  Wubafix does not, at first, seem the sort of man capable of 
  leading others.  Selfish, preoccupied, and easily distracted do 
  not always make for an attentive captain of industry.
  However, his sheer ruthlessness and cutthroat approach to 
  the trade of thieving, fencing, and enforcement have given 
  rise to a powerful player.  He dresses in blacks and dark 
  greys, and keeps his hair and beard thick and long.  It seems 
  impossible to estimate his age, though most would say that 
  he is but a dozen seasons short of middle age.
  Background
  Wubafix has been a thief, and a cutthroat, and a murderer, 
  for as long as he can remember.  
  His first kill was mostly accidental, in defense of his sister 
  when he was not yet a teenager: his father, drunk and 
  enraged at some minor perceived slight, had taken some 
  inebriated but still damaging swings at his older sister.  
  As the abuse seemed likely to turn to sexual violance, 
  Wubafix grabbed whatever weapon was at hand and swung 
  it in his sister’s defense.  It turned out to have been a cleaver, 
  and the wound dropped his father to his hands and knees 
  immediately.  A quick glance at his sister to confirm—a 
  nod of the head, there, sad and tear-stained, but definitely 
  intentional—and a second blow delivered them both from 
  abuse, and his father from the shackles of life.
  Young and at a loss to explain the death, and fearful of 
  retaliation, they fled home to make a life for themselves.  
  Wubafix’s older sister would soon find a lower-class 
  merchant, and convince her to marry her, securing her 
  immediate future.  
  The man himself, however, could no more settle down into 
  a normal life than he could stay his murderous hand, those 
  years ago.  He turned to a life of crime with intent, purpose, 
  and ambition, and never looked back.
  Combat Tactics
  In recent years, thanks to his position, Wubafix has become 
  accustomed to others fighting for him.  Faced with a violent 
  challenge, he will summon reinforcements.  
  Anywhere in the Druid Enclave, he can summon 
    3d6 
  Black Market Guards (p 630) to his side within 
    1d4 
  rounds of shouting.  
  If the occasion directs, he can also summon 
    2d4 
  Informants (p 686), and 
    2d6 Thieves (p 727) to his 
  aid.
  Faction Memberships
  The Moss.
  Doing Business
  The criminal underworld has a way of obtaining the rare and 
  exocit, at least inasmuch as such items are currently in the 
  possession of law-abiding citizens.
  The PCs may ask Wubafix’s help in obtaining any piece of 
  equipment they see any NPC wielding or wearing.  They may 
  instead also request any piece of equipment in general, up to 
  the following limits:
    Up to 250 gp value; 
    Up to 2,500 gp value;  
    Up to 7,500 gp value; 
    Up to 15,000 gp value
  For Wubafix’s network of thieves, enforcers, and informants 
  to get their hands on the item requires 1 day for every 2,000 
  gp of value or fraction thereof, and will cost the PCs 125% of 
  the normal retail value of the item in question.
  CR 7; XP 3,200
  Black Market Leader
  
  569
  NPCs
  Habits and Logistics
  Wubafix only appears in an area if a random encounter table 
  dictates his presence, or if the GM inserts him intentionally 
  as part of a Quest or other desire.
  Conversation
  Wubafix always seems as though he has four other things on 
  his mind, and constantly gazes above the party’s shoulders, 
  as though there was something of greater interest right 
  behind and above them.
  What do you think of the Enclave?
   
    “It’s a pit of chaos.  Those in charge purport to aim 
  it true, but end up fostering greater evil as a result.  
  Those such as ourselves actually help to steer things 
  back on course.  You cannot have peace without an 
  active underbelly to society; it helps stem the flow of 
  disorganized crimes.”
  What do you think of the Council of Elders?
   
    “They see us as a nuisance, and in so doing, discount 
  both the magnitude of our influence, and the value of 
  the role we play in society.  Just as guards and laws keep 
  the peace in the light, so too does organized crime keep 
  a sort of peace in the darkness.  Without one of these 
  forces, the other is weakened, and shown to be rotten 
  and without merit.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “I understand the workers toil amidst abuse and neglect.  
  Disadvantageous conditions to be sure.  I wish we had 
  more of a presence in the mines; it would correct so very 
  much of what makes Mondaria an evil place.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +1
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  +3
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -4
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  -2
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Elder Theft
    Summary: The PCs may gain favor with the underworld 
  by pilfering something from the Council Elders.
    Rewards:   
    500 gp / 
    1,200 gp / 
    2,500 gp / 
    
  5,000 gp; up to 
    1 Reward Star; discount on stolen 
  goods (see below)
    Locations: Anywhere in the Druid Enclave; must locate 
  Wubafix first.
    Key NPCs: Wubafix.
    Kickoff: In speaking with Wubafix, PCs can steer the 
  conversation toward offering to help the Black Market 
  Leader.  
    This Quest is not an option for Lawful Good characters, 
  making it a roleplaying challenge for groups that include 
  Paladins or similarly-oriented characters.
    Description:
  Wubafix asks the party to steal something from one of the 
  Council Elders.  What exactly is not as important as the 
  symbolism: not only to throw dirt in the eyes of the Council, 
  but to demonstrate that the PCs are in league with the black 
  market.
  Once engaged in this Quest, the party may locate Wubafix 
  merely by speaking his name to any common citizen; the 
  black market leader will appear around a corner an hour 
  afterwards.
    Ignoring the Quest has no impact, and the PCs may 
  return to complete it at any later time.
    The PCs can steal an item from a Council Elder in the 
  traditional manner.  Being detected will have criminal 
  consequences; success means they can give the item to 
  Wubafix.
    Enterprising PCs can try to convince an Elder to give up 
  a possession voluntarily.  The party can use the argument 
  that this will get the PCs in good with Wubafix, and 
  that they will feed information back to the Council once 
  engaged.  The ruse requires that the party A) have the 
  idea themselves, and B) succeed in a 
    Diplomacy 
  check, opposed by the Councilmember’s Sense Motive.  
   
  This approach merits 
    1 Reward Star in addition to 
  the other rewards below.
    Success in any manner means the party receives the 
  monetary reward listed, plus an ongoing discount on 
  fenced items they request: instead of items costing the 
  party 125% of retail value, they will instead only cost 
  85% of retail value.  
   
  It also grants the party a +8 bonus to Wubafix’ Attitude 
  Tracker.
  
  570
  NPCs
  Wubafix
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Rogue 4
  Rogue 8
  Rogue 12
  Rogue 16
  Size / Aln
  Medium LE 
  Human
  Medium LE 
  Human
  Medium LE 
  Human
  Medium LE 
  Human
  HP
  22
  36
  50
  66
  Armor 
  Class
  16
  17
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1) 
  DEX 18 (+6) 
  CON 10 (+0) 
  INT 
  15 (+4) 
  WIS 
  7 
  (-2) 
  CHA 15 (+2)
  STR 
  14 (+2) 
  DEX 18 (+7) 
  CON 10 (+0) 
  INT 
  15 (+5) 
  WIS 
  7 
  (-2) 
  CHA 15 (+2)
  STR 
  16 (+3) 
  DEX 18 (+8) 
  CON 10 (+0) 
  INT 
  15 (+6) 
  WIS 
  7 
  (-2) 
  CHA 17 (+3)
  STR 
  18 (+4) 
  DEX 18 (+9) 
  CON 10 (+0) 
  INT 
  15 (+7) 
  WIS 
  7 
  (+3) 
  CHA 17 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  +4 Thieves’ Tools
  Passive Perception 14
  +6 Thieves’ Tools
  Passive Perception 16
  +8 Thieves’ Tools
  Passive Perception 18
  +10 Thieves’ Tools
  Languages Common, Elvish
  Attacks
  Melee Shortsword +6 
  (1d6+4 ) 
  Melee Dagger +6 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Ranged Shortbow ) --> 30 
  ft.’: +6 (1d6+4); 120 ft.’: +6 
  (1d6+4) 
  Melee Dagger +7 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+4); 60 ft.’: +7 
  (1d4+4) 
  Melee +1 Shortsword +8 
  (1d6+5 )
  Ranged Shortbow ) --> 30 
  ft.’: +7 (1d6+4); 120 ft.’: +7 
  (1d6+4) 
  Melee Dagger +8 (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4) 
  Melee +2 Shortsword +10 
  (1d6+6 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +8 (1d6+4); 120 ft.’: 
  +8 (1d6+4) 
  Melee Dagger +9 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4) 
  Melee +3 Shortsword  +12 
  (1d6+7 )
  Ranged Shortbow ) --> 30 
  ft.’: +9 (1d6+4); 120 ft.’: +9 
  (1d6+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  LE; Medium Humanoid (Human)
  
  571
  NPCs
  Special Abilities
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 4.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so do 
  rogues who prefer to think of themselves as professional treasure seekers, 
  explorers, delvers, and investigators. In addition to improving your agility 
  and stealth, you learn skills useful for delving into ancient ruins, reading 
  unfamiliar languages, and using magic items you normally couldn’t 
  employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable 
  Talent, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, 
  Uncanny Dodge 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Slippery Mind, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Shortsword;
  dagger (3x);
  studded leather armor;
  shortbow;
  arrows (20x)
  +1 shortsword;
  dagger (3x);
  +1 studded leather armor;
  shortbow;
  arrows (20x)
  +2 shortsword;
  dagger (3x);
  +2 studded leather 
  armor;
  shortbow;
  arrows (20x)
  +3 shortsword;
  dagger (3x);
  +3 studded leather armor;
  shortbow;
  arrows (20x)
  
  572
  NPCs
  Kerrithe
  Overview
  Small in stature, stern in speech, and looming large in 
  influence, this halfling leads an army of informants, and 
  commands a vast stock of useful information.
  Appearance & Demeanor
  Kerrithe appears ever at the ready to do battle, or do venture 
  into the woods and hunt something much larger than herself.  
  In truth she rarely fights, but has learned that appearance is 
  most of any situation.
  She lends all hear ear, but few her voice, recognizing that 
  most people will fill uncomfortable silences with their own 
  information.  
  There is no greater font of unexpected information, she has 
  often said, than the quiet moments in between intended 
  statements.
  In order to ensure that she retains all information she hears, 
  and to guarantee that what she does remember is accurate, 
  she has foresworn alcoholic drinks and other inducers of 
  chemical highs.  She also applies this standard to all of her 
  informants, who must remain clean and sober or face her 
  wrath.
  Background
  Kerrithe’s background is described, conflictingly, by many in 
  her employ.  
  She was born on a merchant ship, and raised on the seas, to 
  set foot on land a mere year ago and immediately establish 
  herself as a font of unheard knowledge.
  Or, they say, she was born in the gutter to parents who 
  abandoned her, growing up on her own volition and action, 
  organizing gang fights one against the other until only her 
  troupe of informants remained.
  And so on.  The truth of the matter, however, is that Kerrithe 
  was born to upper-middle-class merchants in a town far 
  away.  The halfling always had a knack for games, and an 
  ideographic memory, a combination that made her hopelessly 
  formidable when playing against her family and peers.
  As soon as she could, she traveled, and sought out 
  competition.  She took on all comers, in any game or contest.  
  She won much more often than she lost, but it was in the 
  quiet moments between and leading up to the games where 
  she found her true calling: information gathering.
  Those about to compete, or focused on competition, she 
  found, were much more likely to be chatterboxes, spilling 
  information unrelated to the contest at hand without much 
  of a thought.  
  A decade later, she had grown this talent for listening into a 
  formal organization she refers to as the Horde of Whispers: 
  a network of informants who feed Kerrithe information, in 
  exchange for a combination of protection, money, and other 
  information in trade.
  To join her Horde of Whispers, a possible Informant must 
  approach Kerrithe, and describe their reasoning for acting in 
  the desired capacity.  Then, they must provide three secret 
  truths, with proper name assignations withheld.  
  Two of these truths must apply to citizens of the Druid 
  Enclave.  One of the truths must apply to the applicant 
  themselves.
  None of the three truths can be common knowledge.  At 
  the time of presentment, the prospective Informant must 
  themselves believe that they are the only ones who know 
  each of the truths.
  The interaction between the applicant and Kerrithe is 
  private, so part of the process involves Kerrithe gaining a 
  vital piece of unknown information about the applicant.  
  This is by deisgn: should the new Informant ever disappoint 
  or threaten Kerrithe, the whispermistress can use that 
  information as a shield or weapon against them.
  Combat Tactics
  Kerrithe is a tactician and analyst.  Unless she is surprised 
  or ambushed, by the time fighting takes place, she will have 
  assessed each enemy’s capabilities and position, and have a 
  plan in mind to fight or escape.
  CR 7; XP 3,200
  Blackmail Leader
  
  573
  NPCs
  If reduced to fewer than half her maximum hit points, she 
  will favor defense and try to effect an escape if such an 
  approach seems feasible and safe.
  Faction Memberships
  The Moss.
  Habits and Logistics
  Kerrithe spends much of her time in secrecy, and travels 
  quite extensively.  In terms of game mechanics, she will only 
  “appear” if a specific random NPC table result dictates her 
  presence, or if the GM “places” her as desired.
  Conversation
  Kerrithe aims to spend a great deal more time listening than 
  speaking, and views every time she opens her mouth as a 
  risk of saying something that is unintentionally useful to the 
  other party.
  What do you think of the Enclave?
   
    “A good city.  I find there’s a great deal of different 
  people here, and lots of different perspetives and 
  ambitions.  What do you think of it?”
  What do you think of the Council of Elders?
   
    “They run the city well enough.  It seems that everyone 
  has a strong opinion about the Council, or about 
  particular Elders.  What are your own thoughts on the 
  matter?”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “I understand Mondaria and its mines are useful to the 
  Enclave.  Have you heard anything regarding the mines 
  lately?”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +3
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -2
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -2
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  Modifier
  Circumstance
  +1
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  +2
  Party conveys a Rumor, piece of trivia, or 
  personal information about one or more other 
  NPCs.  Double this if the information relates to 
  one or more Council Elders.
  (Applicable each occurence; lifetime limit of 
  +10.)
  Quests & Encounters
    Quest: Whispermistress
    Summary: The PCs can sell or trade information to the 
  Whispermistress.
    Rewards: Special (see below); up to 
    2 Reward Stars.
    Locations: Anywhere in the Druid Enclave.
    Key NPCs: Kerrithe.
    Kickoff: In speaking with Kerrithe, if at least one PC has 
  at least the following ranks in Diplomacy or similar skill, 
  Kerrithe will volunteer that she dabbles in information:
   
    2 ranks / 
    5 ranks / 
    8 ranks / 
    12 ranks
   
  She will offer to buy or trade Rumors with the party.
    Description:
  Kerrithe will pay only if the Rumor is new to her.  After the 
  party tells Kerrithe their information, roll to determine if 
  she’s already aware of it: there is a 
    40% chance she 
  knows it already.
  If it’s new to her, the party has a choice: sell or trade the 
  information. 
  Selling is straightforward: Kerrithe will pay 
    50 gp / 
    
  250 gp / 
    750 gp / 
    1,250 gp.
  Trading is more complicated: Kerrithe will part with one 
  Rumor (randomly determined from the Rumors & Lore 
  tables) for every two new pieces of information the party 
  trades her.
  There is no limit on these exchanges.
    The party may ignore, and return to, this Quest at any 
  time with no impact beyond the above.
    Once the party has sold or traded 5 new pieces of 
  information to the Whispermistress, they benefit from 
    
  1 Reward Star.  
    Once the party has sold or traded 10 new pieces of 
  information to the Whispermistress, they benefit from 
  an additional 
    1 Reward Star, which stacks with the 
  aforementioned one.
  
  574
  NPCs
  Kerrithe
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Rogue 4
  Rogue 8
  Rogue 12
  Rogue 16
  Size / Aln
  Small CN 
  Halfling (Lightfoot)
  Small CN 
  Halfling (Lightfoot)
  Small CN 
  Halfling (Lightfoot)
  Small CN 
  Halfling (Lightfoot)
  HP
  24
  42
  63
  76
  Armor 
  Class
  14
  16
  18
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR 
  8 
  (-1) 
  DEX 15 (+4) 
  CON 10 (+0) 
  INT 
  15 (+4) 
  WIS 
  8 
  (-1) 
  CHA 17 (+3)
  STR 
  8 
  (-1) 
  DEX 17 (+6) 
  CON 10 (+0) 
  INT 
  15 (+5) 
  WIS 
  8 
  (-1) 
  CHA 17 (+3)
  STR 
  10 (+0) 
  DEX 19 (+8) 
  CON 10 (+0) 
  INT 
  15 (+6) 
  WIS 
  8 
  (-1) 
  CHA 17 (+3)
  STR 
  10 (+0) 
  DEX 19 (+9) 
  CON 10 (+0) 
  INT 
  15 (+7) 
  WIS 
  8 
  (+4) 
  CHA 19 (+4)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  +4 Thieves’ Tools
  Passive Perception 9
  +6 Thieves’ Tools
  Passive Perception 9
  +8 Thieves’ Tools
  Passive Perception 9
  +10 Thieves’ Tools
  Languages Common, Halflling
  Attacks
  Melee Rapier (Small) +4 
  (1d8+2 ) 
  Melee Dagger (Small) +4 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 
  (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +4 (1d6+2); 120 
  ft.’: +4 (1d6+2) 
  Melee Dagger (Small) +6 
  (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 (1d4+3); 
  60 ft.’: +6 (1d4+3) 
  Melee +1 Rapier +7 (1d8+4) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +6 (1d6+3); 120 
  ft.’: +6 (1d6+3) 
  Melee Dagger (Small) +8 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 
  (1d4+4); 60 ft.’: +8 
  (1d4+4) 
  Melee +2 Rapier +10 
  (1d8+6 ) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +8 (1d6+4); 120 
  ft.’: +8 (1d6+4) 
  Melee Dagger (Small) +9 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 (1d4+4); 
  60 ft.’: +9 (1d4+4) 
  Melee +3 Rapier  +12 
  (1d8+7 ) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +9 (1d6+4); 120 
  ft.’: +9 (1d6+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  CN; Small Humanoid (Halfling)
  
  575
  NPCs
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 4.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable 
  Talent, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, 
  Uncanny Dodge
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Slippery Mind, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Rapier (small);
  dagger (small);
  studded leather armor 
  (small);
  shortbow (small);
  arrows (20x)
  +1 rapier (small);
  dagger (small);
  +1 studded leather armor 
  (small);
  shortbow (small);
  arrows (20x)
  +2 rapier (small);
  dagger (small);
  +2 studded leather 
  armor (small);
  shortbow (small);
  arrows (20x)
  +3 rapier (small);
  dagger (small);
  +3 studded leather armor 
  (small);
  shortbow (small);
  arrows (20x)
  
  576
  NPCs
  Darrlie
  Overview
  Darrlie is a lethal half-elf assassin who sells her services to 
  the highest bidder.  The only moral objection she has to her 
  work is if it places her in too much legal jeopardy, a situation 
  she endeavors to avoid.
  Appearance & Demeanor
  Darrlie dresses in dark colors, and her armor is elaborately 
  spiked and padded.  She dresses to effect: in the dark, she’s 
  nearly invisible; in the light, she terrifies the unsuspecting.
  She is not mute, but speaks very little, preferring to avoid all 
  personal details or noteworthy attributes so that she is never 
  remembered by those not actively seeking her services.
  Background
  Darrlie more or less happened upon the life of an assassin.  
  She was born into an upper-middle-class merchant family, 
  who knew the risks of traveling with a child.  
  At a very early age, Darrlie was trained in combat: initially 
  for defensive purposes, so that she would be safe while the 
  family traveled in service to their business interests.
  At puberty, she took a part-time job helping manage the 
  logistics of her family’s fledgeling mercantile empire.  From 
  this, she spent all of her income hiring trainers on the sly, to 
  further enhance her fighting abilities.
  When discovered, her parents forced her to choose: a life of 
  merchant enterprise, or the life of combat.  Darrlie shocked 
  herself just as much as her parents that day by choosing 
  the abandon her favorable position as the only child of a 
  successful business, and strike out on her own to join a local 
  army.
  Years passed, and although she re-established a friendly 
  relationship with her parents and kept in touch, she 
  continued to train and fight in the service of others.  It didn’t 
  pay very well, compared to her other options at least, but 
  it kept her healthy and able, and honed her latent talents 
  greatly.
  One day, a rival commercial enterprise hired thugs to attack 
  her parents’ warehouse.  In the fighting, a fire began, and it 
  soon engulfed not only the family business but her parents 
  themselves.
  When she learned of the disaster, Darrlie wept, not only 
  for the loss, but for her own role in not being there to have 
  helped.  
  She abandoned the armies of her employ, and struck out on 
  her own once again, this time to serve vengeance to those 
  involved in her parents’ murder.  
  It took three years, but in the end, the dozen or so people 
  involved in the plot all lay day by her hand.
  Her mission fulfilled, Darrlie kept on with the murderous 
  behavior, now selling her abilities and focusing on it full-
  time... more now a business than a passion.
  Combat Tactics
  Darrlie prefers to assassinate, to surprise, and to ambush; 
  she abhors a straight head-to-head conflit and will flee so as 
  to maneuver to a better position.
  When forced into combat, she will flee when reduced to even 
  3/4 of her maximum hit points if it seems feasible.
  If the party fights her in any context, and she escapes, 
  she will ambush them within 2 days, striking to greatest 
  advantage.
  Faction Memberships
  The Moss.
  Habits and Logistics
  Darrlie lives and operates in shadow and secrecy.  She 
  appears to the party’s visibility only if specifically called 
  upon to do so by the result of a random NPC table, or by the 
  GM’s decision to introduce her.
  CR 7; XP 3,200
  Assassin
  
  577
  NPCs
  Conversation
  Darrlie has no interest in conversation that does not 
  immediately pertain to hiring her assassination skills.
  What do you think of the Enclave?
   
    “It’s fine.  Bit scummy for us to claim it’s a haven or 
  utopia when there’s so much evil.”
  What do you think of the Council of Elders?
   
    “Hypocrites.  Claim they’re above us, but do little to stop 
  crime and violence.  They’re helpless to truly control 
  people’s natures.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “I’ve heard the name, and have met some folk from the 
  city, but nothing more.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  -1
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -2
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -6
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  -1
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Survive the Night
    Summary: Someone hires Darrlie to assassinate the PCs.
    Rewards:   
    1,500 gp / 
    4,000 gp / 
    8,000 gp / 
    15,000 gp; up to 
    2 Reward Stars.
    Locations: Anywhere in the Druid Enclave or the 
  surrounding forest.
    Key NPCs: Darrlie, any one other Evil-aligned NPC or 
  Council Elder.
    Kickoff: This Quest triggers when the Attitude Tracker 
  of at least one Evil-aligned NPC or non-Good-aligned 
  Council Elder dips to the Hostile level.  That NPC hires 
  Darrlie to kill the PCs.
    Description:
  Darrlie will ambush the party, preferably at night, possibly 
  while they sleep.  Although formidable in battle and highly 
  trained, she is but one person, and the party many; she 
  knows that it is an unlikely victory, and will escape if 
  possible.
  The reward money listed is the amount paid to Darrlie 
  to execute the contract; if the PCs are successful in their 
  efforts to face the assassin, they may end up with the money 
  themselves.
    If the PCs slay Darrlie, they will find the gold listed on 
  her person, paid in the form of gemstones.  They also 
  receive 
    1 Reward Star for their combat prowess.
    Subduing Darrlie is challenging, and the attempt may 
  be dangerous.  No amount of skill checks will force her 
  to stay her blade, but through magical means, if the 
  party places her under their control, she will give up the 
  name of the person who hired her if it is under magical 
  compulsion or to save her own life. 
   
  If the party prevents their own assassination, and gains 
  the name of the person who hired Darrlie, they benefit 
  from 
    2 Reward Stars.  In addition, they may force the 
  asssassin to hand over the contract money.
  
  578
  NPCs
  Darrlie
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Rogue 4
  Rogue 8
  Rogue 12
  Rogue 16
  Size / Aln
  Medium NE 
  Half-Elf
  Medium NE 
  Half-Elf
  Medium NE 
  Half-Elf
  Medium NE 
  Half-Elf
  HP
  22
  37
  62
  81
  Armor 
  Class
  17
  18
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1) 
  DEX 20 (+7) 
  CON 10 (+0) 
  INT 
  15 (+4) 
  WIS 
  10 (+0) 
  CHA 8 
  (-1)
  STR 
  14 (+2) 
  DEX 20 (+8) 
  CON 10 (+0) 
  INT 
  15 (+5) 
  WIS 
  10 (+0) 
  CHA 8 
  (-1)
  STR 
  16 (+3) 
  DEX 20 (+9) 
  CON 12 (+1) 
  INT 
  15 (+6) 
  WIS 
  10 (+0) 
  CHA 8 
  (-1)
  STR 
  18 (+4) 
  DEX 20 (+10) 
  CON 12 (+1) 
  INT 
  15 (+7) 
  WIS 
  10 (+5) 
  CHA 8 
  (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  +4 Thieves’ Tools
  Passive Perception 10
  +6 Thieves’ Tools
  Passive Perception 10
  +8 Thieves’ Tools
  Passive Perception 10
  +10 Thieves’ Tools
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Shortsword +7 
  (1d6+5 ) 
  Ranged Shortbow ) --> 30 
  ft.’: -3 (1d6+5); 120 ft.’: -3 
  (1d6+5) 
  Melee Dagger +7 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+5); 60 ft.’: +7 
  (1d4+5) 
  Ranged Shortbow ) --> 30 
  ft.’: -2 (1d6+5); 120 ft.’: -2 
  (1d6+5) 
  Melee +1 Shortsword +9 
  (1d6+6 ) 
  Melee Dagger +8 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+5); 60 ft.’: +8 
  (1d4+5) 
  Ranged Shortbow ) --> 30 
  ft.’: -1 (1d6+5); 120 ft.’: -1 
  (1d6+5) 
  Melee +2 Shortsword  +11 
  (1d6+7 ) 
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5) 
  Ranged Shortbow ) --> 30 
  ft.’: +0 (1d6+5); 120 ft.’: +0 
  (1d6+5) 
  Melee +3 Shortsword +13 
  (1d6+8 ) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  NE; Medium Humanoid (Half-Elf)
  
  579
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Slippery Mind, 
  Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Shortsword;
  shortbow;
  arrows (20x);
  studded leather armor;
  dagger (4x)
  +1 shortsword;
  shortbow;
  arrows (20x);
  +1 studded leather armor;
  dagger (4x)
  +2 shortsword;
  shortbow;
  arrows (20x);
  +2 studded leather 
  armor;
  dagger (4x)
  +3 shortsword;
  shortbow;
  arrows (20x);
  +3 studded leather armor;
  dagger (4x)
  
  580
  NPCs
  Rannos Rannthak
  Overview
  Rannos is a tough but fair aristocrat who feels his elite status 
  is a duty, not a weapon to wield over others.
  Appearance & Demeanor
  Rannos keeps his dress and manner normal—which is to say, 
  commonplace, and not ostentatious.  He wears leather armor 
  that is fitted very well, but does not appear of high quality.
  He tries to be, or at least interact well with, the common 
  person.
  Background
  Rannos was raised by noble parents who valued what they 
  had, in both wealth and power, and aspired to little more.  
  Rather than scheme and plot to grow in stature, they instead 
  focused on their son, endeavoring to ensure that he knew his 
  place in the world both in terms of the power they wielded, 
  as well as how that power affected the lives of real people.
  At least one day a week, Rannos toiled in a common job.  
  The nature of this job rotated: one month, he would be a 
  fisherman’s apprentice; the next, he would work under a 
  seamstress; and so on.  
  The intent here was threefold: first, keep Rannos humble, 
  and remind him the value of hard work.  Second, expose him 
  to a number of different professions, that he might draw 
  upon a diversity of experiences in his decision-making when 
  fully grown.
  And, third, a remnant of the scheming of their youth: 
  establish a broad base of connections in a variety of levels of 
  society.
  Rannos values this experience, but values even more the 
  honesty with which it was presented to him: from the start, 
  his parents told him openly about what they were doing, and 
  why, and why it mattered not only to them, but to Rannos 
  himself, and how it might help him in life.
  He carries these lessons with him today, and through that 
  experience, feels his widespread and firsthand empathy 
  grants him a unique perspective on most every situation.
  Combat Tactics
  Rannos is trained as a combatant, but only in theory: he 
  himself has never been in an actual act of violence that was 
  not part of training.
  He will threaten a fight in defense of the innocent or of 
  himself, but will in practice only do battle if pressed to do so 
  through unavoidable necessity.
  When a battle is at hand, he will fight competently and 
  bravely until reduced to fewer than 3/4 his maximum hit 
  points.  At that point, he will shift to a more defensive 
  nature.
  At half his maximum hit points, he will attempt to flee.  At 
  1/4 his max HP, he will panic, drop his weapon, and run 
  away, regardless of whether that presents a safe exit or not.
  Faction Memberships
  Adamantium Trail.
  Habits and Logistics
  In the daytime, there is a 
    60% chance he is in his 
  residence (p 341); this increases to 
    90% in the 
  evenings.
  When not in his residence, he will be out and about, either in 
  the Enclave’s Ground Level, or outside the city.
  Conversation
  Rannos endeavors to speak with any and all who may wish to 
  converse with him, and tries to make them feel not rushed.
  What do you think of the Enclave?
  CR 7; XP 3,200
  Noble
  
  581
  NPCs
   
    “A wondrous place, though not without its ills or faults.  
  Still, though, it tries harder than many cities I’ve been to.  
  And more often than not, succeeds in fulfilling the ideal 
  to which it strives.”
  What do you think of the Council of Elders?
   
    “They’re a noble bunch, though prone to more infighting 
  than one might expect from those who purport to rule a 
  harmonious city such as this.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “Mondaria’s mines and its people deserve more 
  recognition, and fair treatment, than they receive.  I’m 
  aware enough of things to know that it’s a bad situation, 
  though not, I’m afraid, powerful enough to effect any 
  sort of change along those lines.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +2
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -8
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -1
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +3
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Cleanup 
  Underground
    Summary: Rannos asks the party’s help in establishing 
  law and order in the levels under the surface of the 
  Enclave.
    Rewards:   
    750 gp / 
    1,500 gp / 
    3,000 gp / 
    
  4,500 gp; up to 
    1 Reward Star.
    Locations: Rannos’ residence. 
    Key NPCs: Rannos Rannthak.
    Kickoff: In speaking with Rannos, if any of the PCs 
  is Lawfully aligned, the noble will intuit this, and ask 
  the party to help improve the rule of law in the zones 
  underneath the surface of the Enclave.
    Description:
  Specifically, Rannos asks the party’s help in apprehending 
  Thieves (p 727), or “resolving the situation”, as he 
  describes it.  
  It is clear that by this latter description, he means that the 
  party should feel free to slay any Thieves who do not come 
  willingly.
  In game mechanics, once this Quest is in play, the party sees 
  more Thieves in their travels.  When entering a new area in 
  the underground levels of the Enclave, there is a 
    20% 
  chance that the party immediately sees 
    1d4 Thieves and 
  has the opportunity of apprehending them.
  Rannos will reward the party each time they “resolve” a 
  Thief: whether they turn a Thief in to Enclave Guards, or if 
  they slay a Thief, he will pay them 1/10th the total reward 
  money listed.  In addition, his Attitude Tracker gains +1 for 
  each Thief resolved, up to a maximum of +10.
  The party can speak with Rannos at any time amidst their 
  dealing with the Thief problem: he will pay them for the 
  total Thieves they have resolved since the last time they 
  spoke with him. 
    After they “resolve” 10 Thieves, Rannos will commend 
  the party for their help and commitment, and the party 
  will benefit from 
    1 Reward Star.   
   
  At this point, the additional random chance of Thieves 
  being seen described above disappears. 
   
  Rannos has no more coin to give the party for additional 
  Thieves resolved, but he will thank them for any further 
  such work undertaken on their own initiative.
  
  582
  NPCs
  Rannos Rannthak
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Ranger 4
  Ranger 8
  Ranger 12
  Ranger 16
  Size / Aln
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  HP
  32
  54
  93
  106
  Armor 
  Class
  12
  13
  14
  16
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  9 
  (+1) 
  DEX 13 (+3) 
  CON 10 (+0) 
  INT 
  8 
  (-1) 
  WIS 
  14 (+2) 
  CHA 17 (+3)
  STR 
  11 (+3) 
  DEX 13 (+4) 
  CON 10 (+0) 
  INT 
  8 
  (-1) 
  WIS 
  14 (+2) 
  CHA 17 (+3)
  STR 
  13 (+5) 
  DEX 13 (+5) 
  CON 10 (+0) 
  INT 
  8 
  (-1) 
  WIS 
  14 (+2) 
  CHA 17 (+3)
  STR 
  13 (+6) 
  DEX 15 (+7) 
  CON 10 (+0) 
  INT 
  8 
  (-1) 
  WIS 
  14 (+2) 
  CHA 17 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Passive Perception 15
  Passive Perception 16
  Passive Perception 17
  Languages Common, Dwarvish, Elvish, Goblin
  Attacks
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Melee Rapier +3 (1d8+1 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +3 (1d8+1); 320 
  ft.’: +3 (1d8+1) 
  Melee Dagger +4 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4/+4 (1d4+1); 60 ft.’: 
  +4/+4 (1d4+1) 
  Melee +1 Rapier +5/+5 
  (1d8+2 )
  Ranged Crossbow, Light ) --> 
  80 ft.’: +4/+4 (1d8+1); 320 
  ft.’: +4/+4 (1d8+1) 
  Melee Dagger +5 (1d4+1 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +5/+5 (1d4+1); 60 
  ft.’: +5/+5 (1d4+1) 
  Melee +2 Rapier +7/+7 
  (1d8+3 )
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +5/+5 (1d8+1); 
  320 ft.’: +5/+5 (1d8+1) 
  Melee Dagger +7 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+2); 60 ft.’: 
  +7/+7 (1d4+2) 
  Melee +3 Rapier +10/+10 
  (1d8+5 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +7/+7 (1d8+2); 320 
  ft.’: +7/+7 (1d8+2) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  LN; Medium Humanoid (Half-Elf)
  
  583
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  Escape the Horde Opportunity attacks against you are made with 
  disadvantage.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Giant Killer When a Large or larger creature within 5 feet of you hits 
  or misses you with an attack, you can use your reaction to attack that 
  creature immediately after its attack, provided that you can see the 
  creature.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Explorer You are particularly familiar with one type of natural 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hunter, 
  Hunter’s Prey, Natural 
  Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Dueling, 
  Monstrosities, Mountain
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Escape 
  the Horde, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Dueling, 
  Humanoids, Monstrosities, 
  Coast, Mountain
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Escape 
  the Horde, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hide 
  in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Multiattack, 
  Natural Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Whirlwind 
  Attack, Dueling, 
  Humanoids, Monstrosities, 
  Coast, Grassland, Mountain
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Fey Ancestry, Languages, 
  Skill Versatility, Ability Score 
  Improvement, Defensive 
  Tactics, Escape the Horde, 
  Extra Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, Spell 
  Slots, Stand Against the Tide, 
  Superior Hunter’s Defense, 
  Vanish, Whirlwind Attack, 
  Dueling, Beasts, Humanoids, 
  Monstrosities, Coast, 
  Grassland, Mountain 
  Spell-
  casting
  Save DC 12; Spell Atk +4
  1st: alarm; detect magic; 
  fog cloud
  Save DC 13; Spell Atk +5
  2nd: barkskin; locate object; 
  silence
  1st: alarm; detect magic; fog 
  cloud; longstrider
  Save DC 14; Spell Atk +6
  3rd: nondetection; water 
  walk; wind wall
  2nd: barkskin; locate 
  object; silence
  1st: alarm; detect magic; 
  fog cloud; longstrider
  Save DC 15; Spell Atk +7
  4th: freedom of movement; 
  stoneskin
  3rd: nondetection; water 
  walk; wind wall
  2nd: barkskin; locate object; 
  silence
  1st: alarm; detect magic; fog 
  cloud; longstrider
  Equipment
  Dagger;
  rapier;
  leather armor;
  light crossbow;
  crossbow bolts (10x)
  Dagger;
  +1 rapier;
  +1 leather armor;
  light crossbow;
  crossbow bolts (10x)
  Dagger;
  +2 rapier;
  +2 leather armor;
  light crossbow;
  crossbow bolts (10x)
  Dagger;
  +3 rapier;
  +3 leather armor;
  light crossbow;
  crossbow bolts (10x)
  
  584
  NPCs
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. 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. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Stand Against the Tide When a hostile creature misses you with a melee 
  attack, you can use your reaction to force that creature to repeat the same 
  attack against another creature (other than itself) of your choice.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Whirlwind Attack You can use your action to make a melee attack against 
  any number of creatures within 5 feet of you, with a separate attack roll 
  for each target.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Beasts Advantage on Wisdom (Survival) checks to track Beasts, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  Humanoids Advantage on Wisdom (Survival) checks to track Humanoids, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Monstrosities Advantage on Wisdom (Survival) checks to track 
  Monstrosities, as well as on Intelligence checks to recall information 
  about them. You also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all.
  
  585
  NPCs
  Anastrianna Liadon
  Overview
  Anastrianna is a prototypical aristocrat: lofty, looking down 
  upon the common man, and ever aspiring to higher stature.  
  She has a penchant for fanciful stories, and collects novels.
  Appearance & Demeanor
  This elven artistocrat dresses provocatively and expensively, 
  which often dictates her route of passage in her travels so as 
  to avoid muddy patches.
  She acts haughtily and airily, as though much of the affairs 
  of the common folk are so far beneath her experience and 
  understanding that she is simply unable to understand it.
  Background
  Anastrianna affects as though she doesn’t understand normal 
  people, but this is not entirely an act: born into a noble and 
  ancient household, she lacked for nothing in her upbringing.  
  As the middle of three daughters, little was expected of her, 
  so she took to neglecting her studies and ignoring the advice 
  and pressures of everyone else in her life in favor of reading 
  as many fanciful stories as she could get her hands on.
  She would send servants far and wide, laden with coin, 
  to procure books she had not yet seen.  The servants, and 
  eventually herself and others, would refer to this process as 
  sending “pages for pages”.
  This constant pursuit of new written entertainment soon 
  became the most sought-after responsibility for servants in 
  the household, as Anastrianna would pay very well... and, as 
  rumor spun, would find other ways to show her appreciation 
  as well.
  Her family, however, grew tired of her antics, and her laid-
  back and zero-responsibility approach to life.  As her sisters 
  grew and took on professions and politics, Anastrianna 
  herself never seemed to grow up, stuck in the lifestyle to 
  which she had become accustomed.  Loathe to cut her off 
  entirely, the family did however insist that she move out of 
  the family estate.  She wasn’t exiled from home, so much as 
  given a stipend to support her in the hopes that a change of 
  venue would effect a change.
  Unfortunately, Anastrianna has not seen this change as an 
  opportunity, and has nothing but resentment for her family 
  as a result.
  Nearly immediately, she joined the Scarlet Path as a means 
  of securing additional income.  Privy to secrets of state and 
  gossip as a result of her continuing communication with her 
  sisters and family, she sells secrets for coin with no thought 
  as to the consequences.
  This is more or less where we find the noblewoman today.
  Combat Tactics
  Anastrianna is well-provisioned and equipped, and has 
  even taken classes and training in combat.  She has never 
  once, however, been involved in an act of violence, even as a 
  witness.  
  Forced to fight, she will attempt to apply what she has 
  learned, but the first time she suffers damage, she will try to 
  flee.
  Faction Memberships
  Scarlet Path.
  Habits and Logistics
  In the daytime, there is a 
    80% chance she is in her 
  residence (p 343); this increases to 
    95% in the 
  evenings.
  When not in her residence, she will be out and about.  As she 
  has servants to send for provisions and such, the only reason 
  she leaves her home is typically to wander in the Druid 
  Forest and take some fresh air.
  Conversation
  Anastrianna sees herself as above everyone else, and is an 
  airy, lighthearted creature, seldom taking any matter or 
  person too seriously.  She gossips only to fuel her sales of the 
  information to the Scarlet Path; she truly only cares about 
  her stories and the occasional tryst.
  CR 7; XP 3,200
  Noble
  
  586
  NPCs
  What do you think of the Enclave?
   
    “Oh, it’s quite beautiful, both inside and out.  Though I 
  lament the loss of my family estate, I could hardly have 
  hoped for a nicer place to rest my head.”
  What do you think of the Council of Elders?
   
    “Those are the folks who rule here, correct?  I don’t have 
  much to do with them.  I suppose they do a well enough 
  job, seeing as how there’s very little crime here.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “I’ve heard the name, but know less than you, it would 
  seem.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +2
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -4
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -4
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +2
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  +2
  Party provides a Rumor or Lore that 
  Anastrianna has not yet heard.
  (Bonus granted each time it occurs, up to a 
  lifetime limit of +10.)
  +5
  Party gives the noblewoman a book she has not 
  read.
  (Bonus granted each time it occurs, up to a 
  lifetime limit of +20.)
  Quests & Encounters
    Quest: Pages for Pages
    Summary: The party can fetch information and/or 
  novels for the noblewoman, who will reward them.
    Rewards:   
    500 gp / 
    1,250 gp / 
    2,000 gp / 
    3,500 gp per book; up to 
    3 Reward Stars, plus 
  affection (see below).
    Locations: Anastrianna’s residence.
    Key NPCs: Anastrianna Liadon.
    Kickoff: Each time the party speaks with Anastrianna, 
  the noblewoman will make her passion for novels plain, 
  and will ask for their help in procuring more.  
   
  She will also show an interest in information, and offers 
  to pay coin for either resource.
    Description:
  Anastrianna will pay the party for each piece of information 
  or book that is new to her.  She will pay the amount listed 
  above for each book, and will pay half that amount for a 
  Rumor, each time the party presents new things to her, with 
  no lifetime limit.
  Each Rumor or piece of Lore that the party presents to her 
  has a  
    40% chance of being new to the noblewoman.  
  Each novel or entertainment book has a 
    60% chance of 
  being new to the noblewoman.
  To model the presence of books in life mechanically, once 
  the party is aware of Anastrianna’s request, they can search 
  residences in their travels.  Depending on the nature of the 
  building, there is a chance of finding books of interest, as 
  described below.
  Note that the results below refer to books that Anastrianna 
  might be interested in, not in total physical volumes; for 
  example, a Library may have dozens or even hundreds of 
  tomes, but only a handful or so of novels.
  Library or Scholar’s House/Office:  
    80% chance of 
    2d4+1 books
  Office or Business: 
    15% chance of 
    1d4-1 books (minimum 0)
  Residence: 
    25% chance of 
    1d4-1 books (minimum 0)
  Default / Other Building: 
    5% chance of 
    1d4-1 books (minimum 0)
    If the party ignores the request, there is no immediate 
  impact; they may return to the endeavor at any point.
    If at any point Anastrianna’s Attitude Tracker toward 
  the party raises to Friendly status, and if there is at least 
  one PC with a Charisma score of at least 15, she will 
  attempt to seduce or offer physical affection to the PC of 
  either sex with the highest Charisma score.  In the event 
  of a tie, she will prefer a male PC.  
   
  Turning the offer down inflicts a -2 penalty to her 
  Attitude Tracker, but will not prevent the PCs from 
  taking her up on the offer at any later point so long as 
  her Attitude is Friendly at the time.
   
  Consummating the offer of physical affection grants 
  an additional bonus to Anastrianna’s Attitude Tracker 
  equal to +1, plus +1 for each point of Charisma for the PC 
  invovled above 15.  
    Once the party provides 5 new pieces of information 
  and/or novels, they gain 
    1 Reward Star.  This reward 
  repeats at 10 and at 15 new items, and stacks, for a 
  possible total of 
    3 Reward Stars overall.
  
  587
  NPCs
  Annastrianna Liadon
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Rogue 4
  Rogue 8
  Rogue 12
  Rogue 16
  Size / Aln
  Medium NE 
  Elf (High)
  Medium NE 
  Elf (High)
  Medium NE 
  Elf (High)
  Medium NE 
  Elf (High)
  HP
  14
  27
  43
  57
  Armor 
  Class
  13
  14
  16
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1) 
  DEX 14 (+4) 
  CON 9 
  (-1) 
  INT 
  16 (+5) 
  WIS 
  8 
  (-1) 
  CHA 15 (+2)
  STR 
  15 (+2) 
  DEX 14 (+5) 
  CON 9 
  (-1) 
  INT 
  16 (+6) 
  WIS 
  8 
  (-1) 
  CHA 15 (+2)
  STR 
  17 (+3) 
  DEX 16 (+7) 
  CON 9 
  (-1) 
  INT 
  16 (+7) 
  WIS 
  8 
  (-1) 
  CHA 15 (+2)
  STR 
  17 (+3) 
  DEX 18 (+9) 
  CON 9 
  (-1) 
  INT 
  16 (+8) 
  WIS 
  8 
  (+4) 
  CHA 15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  +4 Thieves’ Tools
  Passive Perception 15
  +6 Thieves’ Tools
  Passive Perception 17
  +8 Thieves’ Tools
  Passive Perception 19
  +10 Thieves’ Tools
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Shortsword +4 
  (1d6+2 ) 
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Ranged Longbow ) --> 150 
  ft.’: +4 (1d8+2); 600 ft.’: +4 
  (1d8+2) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Melee +1 Shortsword +6 
  (1d6+3 ) 
  Ranged Longbow ) --> 150 
  ft.’: +5 (1d8+2); 600 ft.’: +5 
  (1d8+2) 
  Melee Dagger +7 (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+3); 60 ft.’: 
  +7 (1d4+3) 
  Melee +2 Shortsword  +9 
  (1d6+5 )
  Ranged Longbow ) --> 150 
  ft.’: +7 (1d8+3); 600 ft.’: 
  +7 (1d8+3) 
  Melee Dagger +9 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4) 
  Melee +3 Shortsword +12 
  (1d6+7 ) 
  Ranged Longbow ) --> 150 
  ft.’: +9 (1d8+4); 600 ft.’: +9 
  (1d8+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow, 
  Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  NE; Medium Humanoid (Elf)
  
  588
  NPCs
  Special Abilities
  Cantrip You know one cantrip of your choice from the wizard spell list. 
  Intelligence is your spellcasting ability for it. Spell save DC 16; Spell attack 
  modifier +8
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. 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.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) 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.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Second-Story Work When you choose this archetype at 3rd level, you 
  gain the ability to climb faster than normal; climbing no longer costs 
  you extra movement. In addition, when you make a running jump, the 
  distance you cover increases by a number of feet equal to 4.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant 
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable 
  Talent, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, 
  Uncanny Dodge
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Slippery Mind, 
  Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Shortsword;
  dagger;
  leather armor;
  longbow;
  arrows (20x)
  +1 shortsword;
  dagger;
  +1 leather armor;
  longbow;
  arrows (20x)
  +2 shortsword;
  dagger;
  +2 leather armor;
  longbow;
  arrows (20x)
  +3 shortsword;
  dagger;
  +3 leather armor;
  longbow;
  arrows (20x)
  
  589
  NPCs
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  590
  NPCs
  Meliannthe
  Overview
  Meliannthe is a working-class entertainer who aspires 
  to lofty social heights.  She’s been able to rise quite 
  successfully, but may have found her limit, capped as it is by 
  her lack of established and regular funding.
  Appearance & Demeanor
  Meliannthe is an ethereal beauty, and uses her looks to effect 
  wherever possible.  
  She attempts to dress regally and in high fashion, but 
  cannot typically afford the latest designs.  So she will buy an 
  ordinary dress, and work her own skill on it, or pay a tailor 
  in physical favors to produce something that seems much 
  more expensive than it was, at least in terms of coin.
  Meliannthe affects airy graces and gestures, but commoner 
  and noble alike can detect her slip-ups quite easily.  The 
  effect is rather like someone poorly attempting a regional 
  accent, while suffering under their own natural regional 
  accent when they lose focus.
  Background
  Meliannthe was born in the gutter, and has raised herself up 
  quite far from that starting point thanks to her charm and 
  smarts.
  Her early life was difficult, as she and her mother had only 
  each other to rely upon, and neither had a profession to 
  speak of.  Her mother would take odd jobs here and there 
  scrubbing pots or clothes, but nothing stuck for more than a 
  month or two at a time.  The pair were always on the move 
  from one place to another.
  Things worsened considerably when Meliannthe’s mother 
  took ill, and her condition worsened.  Desperate for aid, the 
  very young Meliannthe took to singing and performing on 
  the streets for coppers.  Despite her best efforts, her mother 
  died of the disease which had afflicted her.
  Determined to look on the bright side of things, Meliannthe 
  recognized that out of this dark situation had been born a 
  new talent: performance.  She focused on this to growing 
  exclusion of other more traditional endeavors, and along the 
  way, met many others who shared her talents and had sad 
  backgrounds of their own.
  One day, there was a masked ball in town.  She and two 
  of her friends and fellow performers had taken a job 
  at a seamstress; a noblewoman came in and demanded 
  immediate work on her dress, and left without payment or 
  even looking Meliannthe in the face.
  Her friends urged and dared her to steal the dress.  
  Meliannthe went one better: she wore it to the ball, and 
  pretened as though she were a wealthy heiress.  Though 
  she undertook the deception as an extension of the play-
  acting she did frequently on the streets, a combination of 
  her skill and the inebriation of the crowd saw her through a 
  successful evening.
  Pretend though it may have been, that evening stayed with 
  Meliannthe.  She daydreamed about it a lot, and even as she 
  moved on to another city, she couldn’t help but wonder if it 
  was something she could pull off more often, even full-time, 
  if possible.
  Fast forward twenty years, and we find Meliannthe in a 
  position of relative height and social stature.
  Combat Tactics
  Meliannthe grew up on the streets, and considers the 
  occasional act of violence through necessity commonplace.  
  If pressed to a battle, she will fight back, but will flee if 
  reduced to half or fewer of her maximum hit points.
  Habits and Logistics
  In the daytime, there is a 
    50% chance she is in her 
  residence (p 353); this increases to 
    80% in the 
  evenings.
  CR 7; XP 3,200
  Socialite
  
  591
  NPCs
  When not in her residence, she is out and about, performing, 
  stocking up on provisions, or working with a seamstress or 
  tailor to spruce up common garb.
  Conversation
  Meliannthe affects airs, but is easily seen through by sober 
  conversation companions.  The GM is encouraged to have fun 
  with roleplaying her dialogue along these lines.
  What do you think of the Enclave?
   
    “Ah, ‘tis a noble endeavor, dost thou not thinketh?  ‘Tis 
  a wondrous town, that aspires to so loftily-ly a height as 
  the Enclave, I would venture to sayeth.”
  What do you think of the Council of Elders?
   
    “They doeth their best part of trying to keep order.  But 
  you know it’s hard, making people obey the law.  ‘Tis in 
  each of our character to be chaos... and to have fun!”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “I’ve heard it mentioned by folk, but knoweth not why it 
  is important.  Is it important, after all?”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +4
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -3
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -4
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +3
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  +3
  Party shares a piece of Rumor or Lore with 
  Meliannthe.
  (Bonus accrued each time it occurs; lifetime 
  limit of +9.)
  Quests & Encounters
    Quest: Putting on Airs
    Summary: The PCs can take garments to the tailor on 
  Meliannthe’s behalf.
    Rewards:   
    150 gp / 
    500 gp / 
    750 gp / 
    
  1,500 gp per occasion; up to 
    1 Reward Star.
    Locations: Meliannthe’s residence; Tailor Shop (p 203).
    Key NPCs: Meliannthe, Forsythar (p 528).
    Kickoff: If the PCs notice, and then mention, the obvious 
  discrepancy between Meliannthe’s affected manner and 
  background, she will admit to the ruse, but then ask the 
  party’s help in maintaining it.
    Description:
  First, the party must detect the deception.  Any PC with any 
  skill ranks in 
    Knowledge (Nobility), Craft (Clothing), 
  any class levels in Aristocrat, or similar background, 
  character properties, class levels or abilities, will detect the 
  disconnect in Meliannthe’s demeanor and/or dress after a 
  few minutes interacting with her.
  Next, the party must mention it to her, or confront her with 
  what they suspect.  
  Meliannthe will admit to her background, but proclaim pride 
  in what she has accomplished, and asks the party’s help in 
  furthering her cause.
  The problem is, she can go to the tailor only so many times 
  before Forsythar will clearly pick up on what she is doing.  
  The man probably knows already, but she would feel much 
  more comfortable if an intermediary took dresses to the 
  tailor to have them worked on per her instructions.
  The PCs can shuttle any number of dresses back and forth 
  between Meliannthe and the Tailor; the would-be socialite 
  will compensate the party each time they come back with a 
  completed dress.
  Each commission requires 
    1d4 days of work to turn 
  around.
  Each dress is valued at 
    2d100 gp; the commissioned 
  changes Meliannthe requests result in a garment worth 
    
  1d10 times that initial value.  If at any point the PCs steal a 
  garment, either before or after the alterations, Meliannthe’s 
  Attitude Tracker suffers a hit of -10 points, and she will 
  refuse to interact with the party again.
  There is no lifetime limit to the number of times the PCs may 
  engage in this Quest.
    The party can ignore or refuse the request; this damages 
  Meliannthe’s Attitude Tracker toward the PCs by -1, but 
  has no other impact.  The party may return at any time to 
  take the socialite up on her request; this does not repair 
  the initial Attitude damage of their refusal.
    Each piece taken to the tailor and returned will gain 
  the party the monetary reward listed, as well as a +2 
  bonus on Meliannthe’s Attitude Tracker (up to a lifetime 
  maximum of +10).
    After taking and returning 5 garments, the party benefits 
  from 
    1 Reward Star.
  
  592
  NPCs
  Meliannthe
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Bard 4
  Bard 8
  Bard 12
  Bard 16
  Size / Aln
  Medium LG 
  Half-Elf
  Medium LG 
  Half-Elf
  Medium LG 
  Half-Elf
  Medium LG 
  Half-Elf
  HP
  18
  38
  61
  82
  Armor 
  Class
  13
  15
  17
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  8 
  (-1) 
  DEX 15 (+4) 
  CON 11 (+0) 
  INT 
  16 (+3) 
  WIS 
  7 
  (-2) 
  CHA 20 (+7)
  STR 
  8 
  (-1) 
  DEX 17 (+6) 
  CON 11 (+0) 
  INT 
  16 (+3) 
  WIS 
  7 
  (-2) 
  CHA 20 (+8)
  STR 
  8 
  (-1) 
  DEX 19 (+8) 
  CON 11 (+0) 
  INT 
  16 (+3) 
  WIS 
  7 
  (-2) 
  CHA 20 (+9)
  STR 
  9 
  (-1) 
  DEX 20 (+10) 
  CON 11 (+0) 
  INT 
  16 (+3) 
  WIS 
  7 
  (-2) 
  CHA 20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Armor - Disad on Stealth
  +4 Horn, Lute, Lyre
  Passive Perception 14
  Armor - Disad on Stealth
  +3 Horn, Lute, Lyre
  Passive Perception 16
  Armor - Disad on Stealth
  +4 Horn, Lute, Lyre
  Passive Perception 18
  Armor - Disad on Stealth
  +5 Horn, Lute, Lyre
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Mace +1 (1d6-1 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +4 (1d8+2); 320 
  ft.’: +4 (1d8+2) 
  Melee Dagger +6 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3) 
  Melee +1 Mace +3 (1d6 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +6 (1d8+3); 320 ft.’: 
  +6 (1d8+3) 
  Melee Dagger +8 (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4) 
  Melee +2 Mace +5 (1d6+1) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +8 (1d8+4); 320 
  ft.’: +8 (1d8+4) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Melee +3 Mace +7 (1d6+2 )
  Ranged Crossbow, Light ) --> 
  80 ft.’: +10 (1d8+5); 320 
  ft.’: +10 (1d8+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  LG; Medium Humanoid (Half-Elf)
  
  593
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  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 d12. 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 5. You regain any expended uses when you finish a long 
  rest.
  College of Lore Bards of the College of Lore know something about 
  most things, collecting bits of knowledge from sources as diverse as 
  scholarly tomes and peasant tales. Whether singing folk ballads in taverns 
  or elaborate compositions in royal courts, these bards use their gifts to 
  hold audiences spellbound. When the applause dies down, the audience 
  members might find themselves questioning everything they held to 
  be true, from their faith in the priesthood of the local temple to their 
  loyalty to the king. The loyalty of these bards lies in the pursuit of beauty 
  and truth, not in fealty to a monarch or following the tenets of a deity. A 
  noble who keeps such a bard as a herald or advisor knows that the bard 
  would rather be honest than politic. The college’s members gather in 
  libraries and sometimes in actual colleges, complete with classrooms 
  and dormitories, to share their lore with one another. They also meet at 
  festivals or affairs of state, where they can expose corruption, unravel lies, 
  and poke fun at selfimportant figures of authority.
  Countercharm At 6th level, you gain the ability to use musical notes or 
  words of power to disrupt mind-influencing effects. As an action, you can 
  start a performance that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of you have advantage 
  on saving throws against being frightened or charmed. A creature must 
  be able to hear you to gain this benefit. The performance ends early if 
  you are incapacitated or silenced or if you voluntarily end it (no action 
  required).
  Cutting Words Also at 3rd level, you learn how to use your wit to distract, 
  confuse, and otherwise sap the confidence and competence of others. 
  When a creature that you can see within 60 feet of you makes an attack 
  roll, an ability check, or a damage roll, you can use your reaction to 
  expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration 
  die and subtracting the number rolled from the creature’s roll. You can 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Bard College, Bardic 
  Inspiration, Bonus 
  Proficiencies, Cantrips, 
  College of Lore, Cutting 
  Words, Expertise, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill 
  Versatility, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill 
  Versatility, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Song of Rest, Spellcasting
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Fey Ancestry, Languages, 
  Skill Versatility, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Peerless Skill, Song of Rest, 
  Spellcasting
  Spell-
  casting
  Save DC 15; Spell Atk +7
  2nd: calm emotions; detect 
  thoughts; enthrall
  1st: charm person; 
  comprehend languages; 
  disguise self; sleep
  Save DC 16; Spell Atk +8
  4th: compulsion; dimension 
  door; greater invisibility
  3rd: clairvoyance; fear; major 
  image
  2nd: calm emotions; detect 
  thoughts; enthrall
  1st: charm person; 
  comprehend languages; 
  disguise self; sleep
  Save DC 17; Spell Atk +9
  6th: mass suggestion
  5th: dominate person; hold 
  monster
  4th: compulsion; 
  dimension door; greater 
  invisibility
  3rd: clairvoyance; fear; 
  major image
  2nd: calm emotions; detect 
  thoughts; enthrall
  1st: charm person; 
  comprehend languages; 
  disguise self; sleep
  Save DC 18; Spell Atk +10
  8th: glibness
  7th: mirage arcane
  6th: mass suggestion
  5th: dominate person; hold 
  monster
  4th: compulsion; dimension 
  door; greater invisibility
  3rd: clairvoyance; fear; major 
  image
  2nd: calm emotions; detect 
  thoughts; enthrall
  1st: charm person; 
  comprehend languages; 
  disguise self; sleep
  Equipment
  Dagger;
  mace;
  padded armor;
  light crossbow;
  crossbow bolts (10x)
  Dagger;
  +1 mace;
  +1 padded armor;
  light crossbow;
  crossbow bolts (10x)
  Dagger;
  +2 mace;
  +2 padded armor;
  light crossbow;
  crossbow bolts (10x)
  Dagger;
  +3 mace;
  +3 padded armor;
  light crossbow;
  crossbow bolts (10x)
  
  594
  NPCs
  choose to use this feature after the creature makes its roll, but before the 
  DM determines whether the attack roll or ability check succeeds or fails, 
  or before the creature deals its damage. The creature is immune if it can’t 
  hear you or if it’s immune to being charmed.
  Font of Inspiration Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you finish a short or long 
  rest.
  Jack of All Trades Starting at 2nd level, you can add half your proficiency 
  bonus, rounded down, to any ability check you make that doesn’t already 
  include your proficiency bonus.
  Magical Secrets By 10th level, you have plundered magical knowledge 
  from a wide spectrum of disciplines. Choose two spells from any class, 
  including this one. A spell you choose must be of a level you can cast, as 
  shown on the Bard table, or a cantrip. The chosen spells count as bard 
  spells for you and are included in the number in the Spells Known column 
  of the Bard table. You learn two additional spells from any class at 14th 
  level and again at 18th level.
  Peerless Skill Starting at 14th level, when you make an ability check, you 
  can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die 
  and add the number rolled to your ability check. You can choose to do 
  so after you roil the die for the ability check, but before the DM tells you 
  whether you succeed or fail.
  Song of Rest Beginning at 2nd level, you can use soothing music or 
  oration to help revitalize your wounded allies during a short rest. If you or 
  any friendly creatures who can hear your performance regain hit points at 
  the end of the short rest, each of those creatures regains an extra 1d10 
  hit points. A creature regains the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest.
  
  595
  NPCs
  Phaelynne Helliar
  Overview
  Phaelynne is a ruthless businesswoman preoccupied with the 
  concept of immortality.  
  Though successful, she increasingly measures her worth 
  against the unreasonable standard of perfection.
  Appearance & Demeanor
  Phaelynne is a stately matriarch of a woman, advancing in 
  age gracefully but certainly despite her elven heritage.  
  In speech and manner, she is an odd mixture of calm and 
  anxious: calm because given her longevity, she is accustomed 
  to taking the long view on things.  Because of her obsession 
  with immortality, she is ever aware of the approach of death, 
  be it ever so far off, and so she carries a certain anxiety to all 
  proceedings.
  She is kind in strangers in generally speaking to others, 
  but cutthroat to business partners, and murderous to 
  competitors.  It is this ironclad combination, she would say, 
  that has made her so successful.
  Background
  Phaelynne comes from a middle-class family of leather-
  workers and apothecaries.  All in her family have some 
  musical talent, a trait which carried through to Phaelynne 
  herself, whose voice and musical abilities made her a 
  favorite at family gatherings.
  One day, after decades of saving, her parents made an 
  investment in a mercantile interest.  The owners of the 
  enterprise celebrated the arrangement by going out on 
  the town.  As bad luck would have it, they drank too much 
  and ran afoul of a group of card-players who cheated, and 
  the evening concluded with all of the elven family’s money 
  having been gambled away.
  Though faultless on their own, Phaelynne’s parents were 
  devastated.  That money had been their nest egg, and they 
  had gone into some considerable debt themselves besides 
  in order to come up with the money.  That the money had 
  disappeared, but that they now owed a great deal on top of 
  the loss, was inconceivable.
  Her family’s fortunes sunk that season, and they never truly 
  recovered.  Though they continued to scrape out a living, 
  their indulgences diminished, and Phaelynne’s prospects 
  dimmed.
  Phaelynne took it upon herself to resolve the matter.  
  Mercantile interests ruined the family, so she reasoned that 
  she would do well to master the art and apply it to restoring 
  her family’s fate.
  It took decades of careful, patient, and hard work.  But in 
  the end, Phaelynne grew a commercial empire to the point 
  where she could let her parents retire, and then strike out on 
  her own to seek out further fortunes.
  Combat Tactics
  Phaelynne is no stranger to the odd fight, often necessary 
  to establish dominance in business, and even sometimes 
  required to ensure the compliance of workers who threaten 
  to rebel.  Battle should be, however, on her own terms, and if 
  the conditions are unfavorable, she will flee to fight another 
  day.
  If ever reduced to fewer than half her maximum hit points, 
  she will attempt to flee.
  Faction Memberships
  Platinum Flag.
  Habits and Logistics
  In the daytime, there is a 
    40% chance she is in her 
  residence (p 347); this increases to 
    80% in the 
  evenings.
  CR 7; XP 3,200
  Merchant Queen
  
  596
  NPCs
  When not in her residence, Phaelynne will be out 
  establishing contacts, monitoring her enterprise, 
  accompanying or greeting a caravan, and so on in service to 
  her business.
  Conversation
  Phaelynne greets all warmly, but tires quickly of 
  conversation that does not immediately relate to her 
  business, or offer potential such opportunity down the road.  
  It is unlikely the PCs offer such opportunity in her eyes 
  unless they too are connected to merchant or trading 
  interests.
  What do you think of the Enclave?
   
    “It’s a wonderous place, it must be said.  Decent folk, 
  all aiming to make a living, but in harmony with nature.  
  I do not care so much for the nature component, but 
  harmony, that tends to be good for business.”
  What do you think of the Council of Elders?
   
    “They keep the peace well.  Peace is good for business.  I 
  value that of them, if little else.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “Typically we take a piece of ore shipments from 
  Mondaria, but it’s been months since such an opportunity 
  has taken place.  It used to be so regular.  I’m growing 
  greatly concerned that something dark and sinister might 
  have happened there.  Do you have any information?”
  Additional Attitude Modifiers
  Modifier
  ircumstance
  +1
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -4
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -5
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +2
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  +8
  Party conveys firsthand information about 
  Mondaria City and its mines.
  (Bonus applies only to the first such piece of 
  information.)
  Modifier
  ircumstance
  +2
  Party conveys secondhand information about 
  Mondaria City and its mines—via rumor, for 
  example.
  (Bonus applies to each such piece of 
  information; lifetime maximum +6.)
  Quests & Encounters
    Quest: Enterprising 
  Information
    Summary: Phaelynne will pay well for information about 
  the events in Mondaria City.
    This Quest can apply regardless of your gaming group’s 
  interaction with the events of the Dark Obelisk 2 
  adventure, or lack thereof.
    Rewards:   
    250 gp / 
    500 gp / 
    1,000 gp / 
    
  2,000 gp per piece of information.
    Locations: Phaelynne’s residence.
    Key NPCs: Phaelynne Helliar.
    Kickoff: If the PCs introduce the topic of Mondaria City 
  or its mine in conversation, the merchant queen will ask 
  their help in recovering as much information about the 
  city and its mines as possible
    Description:
  Phaelynne will pay the listed amount for each piece of Rumor 
  or Lore the PCs convey related to the city of Mondaria and its 
  mines.  
  Despite her connections, the merchant queen has had no 
  information about the city for months, so each piece of 
  information the party obtains is new to her.  This frustrates 
  her greatly, but greater than her frustration is her relief in 
  receiving information from the PCs.
    If the PCs have been to Mondaria City, and describe it 
  firsthand, Phaelynne will pay double the amount for the 
  account.
    If the PCs have been to the mines underneath the city, 
  and describe them firsthand, Phaelynne will pay five 
  times the listed amount the amount for the account.  
  This stacks with the doubled amount above for the city’s 
  description.
    If the PCs have completed the Dark Obelisk 2 adventure, 
  and have resolved the situation at the heart of the mines 
  within the city, Phaelynne will reward them handsomely 
  indeed for the information: ten times the listed reward.
    The PCs may ignore the Quest, or simply not have any 
  information that’s relevant; they may return to Phaelynne 
  at any future point.
  
  597
  NPCs
  Phaelynne Helliar
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Bard 4
  Bard 8
  Bard 12
  Bard 16
  Size / Aln
  Medium CE 
  Elf (High)
  Medium CE 
  Elf (High)
  Medium CE 
  Elf (High)
  Medium CE 
  Elf (High)
  HP
  17
  37
  53
  66
  Armor 
  Class
  13
  14
  16
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1) 
  DEX 13 (+3) 
  CON 9 
  (-1) 
  INT 
  12 (+1) 
  WIS 
  13 (+1) 
  CHA 18 (+6)
  STR 
  12 (+1) 
  DEX 13 (+4) 
  CON 9 
  (-1) 
  INT 
  12 (+1) 
  WIS 
  13 (+1) 
  CHA 20 (+8)
  STR 
  12 (+1) 
  DEX 15 (+6) 
  CON 9 
  (-1) 
  INT 
  12 (+1) 
  WIS 
  13 (+1) 
  CHA 20 (+9)
  STR 
  12 (+1) 
  DEX 17 (+8) 
  CON 9 
  (-1) 
  INT 
  12 (+1) 
  WIS 
  13 (+1) 
  CHA 20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  +2 Drum, Horn, Shawm
  Passive Perception 17
  +3 Drum, Horn, Shawm
  Passive Perception 19
  +4 Drum, Horn, Shawm
  Passive Perception 21
  +5 Drum, Horn, Shawm
  Languages Common, Dwarish, Elvish
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -7 (1d8+1); 320 
  ft.’: -7 (1d8+1) 
  Melee Quarterstaff +3 
  (1d6+1 ) (1d8) 
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged +1 Crossbow, Light 
  ) --> 80 ft.’: -5 (1d8+2); 320 
  ft.’: -5 (1d8+2) 
  Melee Quarterstaff +4 
  (1d6+1 ) (1d8) 
  Melee Dagger +4 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+1); 60 ft.’: +4 
  (1d4+1) 
  Ranged +2 Crossbow, Light 
  ) --> 80 ft.’: -3 (1d8+3); 
  320 ft.’: -3 (1d8+3) 
  Melee Quarterstaff +5 
  (1d6+1 ) (1d8) 
  Melee Dagger +5 (1d4+1 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +5 (1d4+1); 60 ft.’: 
  +5 (1d4+1) 
  Ranged +3 Crossbow, Light 
  ) --> 80 ft.’: -1 (1d8+4); 320 
  ft.’: -1 (1d8+4) 
  Melee Quarterstaff +6 
  (1d6+1 ) (1d8) 
  Melee Dagger +6 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+1); 60 ft.’: +6 
  (1d4+1) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow, 
  Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  CE; Medium Humanoid (Elf)
  
  598
  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. 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.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) 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.
  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 d12. 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 5. You regain any expended uses when you finish a long 
  rest.
  College of Lore Bards of the College of Lore know something about 
  most things, collecting bits of knowledge from sources as diverse as 
  scholarly tomes and peasant tales. Whether singing folk ballads in taverns 
  or elaborate compositions in royal courts, these bards use their gifts to 
  hold audiences spellbound. When the applause dies down, the audience 
  members might find themselves questioning everything they held to 
  be true, from their faith in the priesthood of the local temple to their 
  loyalty to the king. The loyalty of these bards lies in the pursuit of beauty 
  and truth, not in fealty to a monarch or following the tenets of a deity. A 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Bard College, 
  Bardic Inspiration, Bonus 
  Proficiencies, Cantrips, 
  College of Lore, Cutting 
  Words, Expertise, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Song of Rest, Spellcasting
  Spellcaster Spell Slots, Ability 
  Score Increase, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Peerless Skill, Song of Rest, 
  Spellcasting
  Spell-
  casting
  Save DC 14; Spell Atk +6
  2nd: calm emotions; hold 
  person; invisibility
  1st: charm person; disguise 
  self; illusory script; sleep
  Save DC 16; Spell Atk +8
  4th: compulsion; dimension 
  door; greater invisibility
  3rd: clairvoyance; dispel 
  magic; fear
  2nd: calm emotions; hold 
  person; invisibility
  1st: charm person; disguise 
  self; illusory script; sleep
  Save DC 17; Spell Atk +9
  6th: true seeing
  5th: dominate person; hold 
  monster; mislead
  4th: compulsion; 
  dimension door; greater 
  invisibility
  3rd: clairvoyance; dispel 
  magic; fear
  2nd: calm emotions; hold 
  person; invisibility
  1st: charm person; disguise 
  self; illusory script; sleep
  Save DC 18; Spell Atk +10
  8th: power word stun
  7th: teleport
  6th: true seeing
  5th: dominate person; hold 
  monster; mislead
  4th: compulsion; dimension 
  door; greater invisibility
  3rd: clairvoyance; dispel 
  magic; fear
  2nd: calm emotions; hold 
  person; invisibility
  1st: charm person; disguise 
  self; illusory script; sleep
  Equipment
  Shortsword;
  dagger;
  studded leather armor;
  light crossbow;
  crossbow bolts (10x)
  +1 shortsword;
  dagger;
  +1 studded leather armor;
  light crossbow;
  crossbow bolts (10x)
  +2 shortsword;
  dagger;
  +2 studded leather 
  armor;
  light crossbow;
  crossbow bolts (10x)
  +3 shortsword;
  dagger;
  +3 studded leather armor;
  light crossbow;
  crossbow bolts (10x)
  
  599
  NPCs
  noble who keeps such a bard as a herald or advisor knows that the bard 
  would rather be honest than politic. The college’s members gather in 
  libraries and sometimes in actual colleges, complete with classrooms 
  and dormitories, to share their lore with one another. They also meet at 
  festivals or affairs of state, where they can expose corruption, unravel lies, 
  and poke fun at selfimportant figures of authority.
  Countercharm At 6th level, you gain the ability to use musical notes or 
  words of power to disrupt mind-influencing effects. As an action, you can 
  start a performance that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of you have advantage 
  on saving throws against being frightened or charmed. A creature must 
  be able to hear you to gain this benefit. The performance ends early if 
  you are incapacitated or silenced or if you voluntarily end it (no action 
  required).
  Cutting Words Also at 3rd level, you learn how to use your wit to distract, 
  confuse, and otherwise sap the confidence and competence of others. 
  When a creature that you can see within 60 feet of you makes an attack 
  roll, an ability check, or a damage roll, you can use your reaction to 
  expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration 
  die and subtracting the number rolled from the creature’s roll. You can 
  choose to use this feature after the creature makes its roll, but before the 
  DM determines whether the attack roll or ability check succeeds or fails, 
  or before the creature deals its damage. The creature is immune if it can’t 
  hear you or if it’s immune to being charmed.
  Font of Inspiration Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you finish a short or long 
  rest.
  Jack of All Trades Starting at 2nd level, you can add half your proficiency 
  bonus, rounded down, to any ability check you make that doesn’t already 
  include your proficiency bonus.
  Peerless Skill Starting at 14th level, when you make an ability check, you 
  can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die 
  and add the number rolled to your ability check. You can choose to do 
  so after you roil the die for the ability check, but before the DM tells you 
  whether you succeed or fail.
  Song of Rest Beginning at 2nd level, you can use soothing music or 
  oration to help revitalize your wounded allies during a short rest. If you or 
  any friendly creatures who can hear your performance regain hit points at 
  the end of the short rest, each of those creatures regains an extra 1d10 
  hit points. A creature regains the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest.
  
  600
  NPCs
  Klasandrel Sullidan
  Overview
  Klasandrel is a ranger who happened upon a fortune, and 
  now runs the remnants of another’s merchant empire.  
  Appearance & Demeanor
  Klasandrel looks ill-suited to his garb: rich leathers and 
  cloaks and furs, but none of it fits well.  This is because he 
  wears the trappings of a dead man’s wardrobe, and has no 
  interest in fitting in any more than he does.
  The half-elf always seems beleagured, and exhausted, as 
  though the day-to-day running of his small merchant empire 
  tires him beyond his ability to cope with it.  His every 
  interaction comes with sighs.
  As it would happen, this is not far from the truth.
  Background
  Klasandrel began his adult life as a ranger.  Abandoned at an 
  early age, he’s always been a loner, though quite capable and 
  self-sufficient as a result.  He’s lived much of his adulthood 
  in the forests around the Enclave; though he roams farther 
  on occasion, the Druid Forests are rich with both wildlife and 
  challenge, so he keeps coming back to them.
  Five years ago, he came across a bizarre scene: a richly-
  dressed merchant lay dying amidst a pile of treasure.  Faced 
  with numerous assassination threats in the Enclave, the 
  merchant had packed his valuables and set forth in an 
  attempt to re-establish much of his enterprise in another 
  city.
  Unfortunately, the very wildlife Klasandrel so valued came 
  across an ill-prepared obese merchant; though his guards 
  were successful in fending most of the threat off, the guards 
  and the merchant himself suffered mortal blows.
  Knowing he was near death, and with no real heir or close 
  friends, the merchant suggested that Klasandrel begin a new 
  life, taking over for the merchant and assuming his role at 
  the head of the company. 
  Klasandrel didn’t even reply, so stunned and uninterested 
  was he.  He reflects now upon the encounter, and the years 
  that have passed since, and concludes that he took the 
  merchant upon up on th epossibility mostly out of sheer 
  inertia.
  Combat Tactics
  Klasandrel is used to hunting game and wildlife, for food 
  and sport.  He’s unused to urban combat, or battle against 
  multiple sentient opponents.
  As a result, he will rarely, if ever, initiate combat.  If faced 
  with its necessity, he will fight bravely and competently, but 
  when reduced to fewer than half his maximum hit points, he 
  will try to make a tactical escape.
  Faction Memberships
  Platinum Flag.
  Habits and Logistics
  In the daytime, there is a 
    30% chance he is in his 
  residence (p 349); this increases to 
    80% in the 
  evenings.
  When not in his residence, Klasandrel is out in the Druid 
  Forest, hunting game or merely taking in the woods as a 
  means of staying sane amidst the bizarre situation he’s found 
  himself in.
  Conversation
  Klasandrel abhors discussion and will avoid it if he can.
  What do you think of the Enclave?
   
    “It’s an odd place.  Many folk here but there’s a great 
  deal of peace for such a combination of people.”
  What do you think of the Council of Elders?
   
    “They keep the peace, and seem to be interested in 
  improving things.  I wish them well and would not want 
  to swap places for all the platinum in the Realm.”
  CR 7; XP 3,200
  Merchant Prince
  
  601
  NPCs
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “I’ve heard the name.  Not involved in any way.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +1
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -6
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -4
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  (Penalty incurred each time it occurs, 
  with no limit.)
  +2
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Neglect of 
  Negotiations
    Summary: Klasandrel asks the party’s help in conducting 
  negotiations, for which he has neither stomach nor 
  talent.
    Rewards:   
    750 gp / 
    1,500 gp / 
    3,000 gp / 
    
  5,000 gp; up to 
    2 Reward Stars.
    Locations: Klasandrel’s residence.
    Key NPCs: Klasandrel Sullidan.
    Kickoff: In discussions with Klasandrel, if one or more 
  PCs has any ranks in Diplomacy, the ranger-turned-
  merchant will pick up on this fact.  He will admit that he 
  is terrible at neogitations, and asks the party’s help in 
  negotiating on his behalf with a business partner.
    Description:
  Klasandrel describes his business contact, and explains the 
  circumstances: the merchant prince buys a certain herb from 
  this contact, and resells it in smaller batches for a profit.  
  The trouble is, this supplier is demanding five times the 
  usual price for the herb, citing the fact that recent storms 
  have destroyed much of the crop and therefore driven supply 
  down overall.
  While Klasandrel does recognize the economc reality, and 
  expects to end up paying a bit more than he currently does, a 
  multiplier of five isn’t acceptable to him.
    The party can turn the merchant prince down.  This 
  applies a -2 penalty on his Attitude Tracker toward the 
  party.  The PCs can return at any later point and take 
  him up on the offer, though doing so does not repair this 
  initial Attitude damage.
    To complete the Quest, the party must meet with the 
  business contact and navigate the following Skill 
  Challenge:
    Neglect of Negotiations
    First Check: DC 
    14 / 
    16 / 
    18 / 
    20 
  Diplomacy to initiate the conversation.  
  Success advances to the Second Check.  Success by 5 or more 
  points advances directly to the Third Check.
  Failure means the First Check must be re-attempted, with a 
  -1 circumstance penalty to the PCs.
  Failure by 5 or more points on any iteration of the First 
  Check fails the challenge means the PCs fail the challenge 
  entirely (see below).
    Second Check: DC 
    14 / 
    16 / 
    18 / 
    20 
  Sense Motive to determine the true nature of the business 
  partner’s jacking up of the prices.
  Success advances to the Third Check.
  Failure by 4 or fewer points reverts to having to re-attempt 
  the First Check.
  Failure by 5 or more points fails the Skill Challenge entirely 
  (see below).
    Third Check: DC 
    16 / 
    18 / 
    20 / 
    22 
  Diplomacy or Intimidate to convince the business partner of 
  a more favorable rate for Klasandrel.  
  Success concludes the Skill Challenge successfully.
  Failure or 4 or fewer points reverts to re-attempting the 
  Second Check.
  Failure by 5 or more points reverts back to the First Check.
    If the PCs successfully navigate the Skill Challenge above, 
  Klasandrel will reward them with the money described 
  above.  
    The party may return to Klasandrel on subsequent days 
  to see if he has additional negotiations they can help 
  manage.  Each of the the first two times they complete 
  this Quest successfully, the PCs benefit from 
    1 
  Reward Star.
   
  Although there is no limit to the number of times the 
  PCs can repeat this Quest, the party must wait at least 
  1 full day in between attempts, and the total limit for 
  experience rewards is 
    2 Reward Stars.
    If the PCs fail one of these Skill Challenges, the 
  negotiations fall apart, and Klasandrel is forced to speak 
  with the business contact himself.  
   
  This damages his Attitude Tracker toward the PCs by 
  -1 each time, but does not prevent the PCs from making 
  subsequent attempts or receiving future rewards from 
  completing iterations of this Quest.
  
  602
  NPCs
  Klasandrel Sullidan
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Ranger 4
  Ranger 8Ranger 4
  12
  Ranger 16
  Size / Aln
  Medium LG 
  Half-Elf
  Medium LG 
  Half-Elf
  Medium LG 
  Half-Elf
  Medium LG 
  Half-Elf
  HP
  25
  47
  75
  110
  Armor 
  Class
  13
  15
  17
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  11 (+2) 
  DEX 13 (+3) 
  CON 13 (+1) 
  INT 
  8 
  (-1) 
  WIS 
  18 (+4) 
  CHA 15 (+2)
  STR 
  11 (+3) 
  DEX 15 (+5) 
  CON 13 (+1) 
  INT 
  8 
  (-1) 
  WIS 
  18 (+4) 
  CHA 15 (+2)
  STR 
  11 (+4) 
  DEX 17 (+7) 
  CON 13 (+1) 
  INT 
  8 
  (-1) 
  WIS 
  18 (+4) 
  CHA 15 (+2)
  STR 
  11 (+5) 
  DEX 19 (+9) 
  CON 13 (+1) 
  INT 
  8 
  (-1) 
  WIS 
  18 (+4) 
  CHA 15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 16
  Passive Perception 17
  Passive Perception 18
  Passive Perception 19
  Languages Common, Elvish, GIant, Gnomish, Halfling
  Attacks
  Melee Rapier +3 (1d8+1 ) 
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged Longbow ) --> 150 
  ft.’: +5 (1d8+1); 600 ft.’: +5 
  (1d8+1) 
  Melee Rapier +5/+5 (1d8+2) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5/+5 (1d4+2); 60 ft.’: 
  +5/+5 (1d4+2) 
  Ranged +1 Longbow ) --> 
  150 ft.’: +8/+8 (1d8+3); 
  600 ft.’: +8/+8 (1d8+3) 
  Melee Rapier +7/+7 
  (1d8+3 ) 
  Melee Dagger +7 (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +7/+7 (1d4+3); 60 
  ft.’: +7/+7 (1d4+3) 
  Ranged +2 Longbow ) --> 
  150 ft.’: +11/+11 (1d8+5); 
  600 ft.’: +11/+11 (1d8+5)
  Melee Rapier +9/+9 (1d8+4) 
  Melee Dagger +9 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9/+9 (1d4+4); 60 ft.’: 
  +9/+9 (1d4+4) 
  Ranged +3 Longbow ) --> 
  150 ft.’: +14/+14 (1d8+7); 
  600 ft.’: +14/+14 (1d8+7) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  LG; Medium Humanoid (Half-Elf)
  
  603
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  Defensive Tactics At 7th level, you gain one of the following features of 
  your choice.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Giant Killer When a Large or larger creature within 5 feet of you hits 
  or misses you with an attack, you can use your reaction to attack that 
  creature immediately after its attack, provided that you can see the 
  creature.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Multiattack Defense When a creature hits you with an attack, you gain a 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hunter, 
  Hunter’s Prey, Natural 
  Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, 
  Monstrosities, Mountain
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hunter, Hunter’s Prey, 
  Land’s Stride, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, Dragons, 
  Monstrosities, Grassland, 
  Mountain
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Volley, Archery, 
  Dragons, Monstrosities, 
  Forest, Grassland, Mountain
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Superior Hunter’s 
  Defense, Uncanny Dodge, 
  Vanish, Volley, Archery, 
  Constructs, Dragons, 
  Monstrosities, Forest, 
  Grassland, Mountain
  Spell-
  casting
  Save DC 14; Spell Atk +6
  1st: cure wounds; detect 
  magic; fog cloud
  Save DC 15; Spell Atk +7
  2nd: barkskin; find traps; 
  silence
  1st: cure wounds; detect 
  magic; fog cloud; longstrider
  Save DC 16; Spell Atk +8
  3rd: nondetection; 
  protection from energy; 
  water breathing
  2nd: barkskin; find traps; 
  silence
  1st: cure wounds; 
  detect magic; fog cloud; 
  longstrider
  Save DC 17; Spell Atk +9
  4th: freedom of movement; 
  stoneskin
  3rd: nondetection; 
  protection from energy; 
  water breathing
  2nd: barkskin; find traps; 
  silence
  1st: cure wounds; detect 
  magic; fog cloud; longstrider
  Equipment
  Rapier;
  dagger;
  studded leather armor;
  longbow;
  arrows (20x)
  Rapier;
  dagger;
  +1 studded leather armor;
  +1 longbow;
  arrows (20x)
  Rapier;
  dagger;
  +2 studded leather 
  armor;
  +2 longbow;
  arrows (20x)
  Rapier;
  dagger;
  +3 studded leather armor;
  +3 longbow;
  arrows (20x)
  
  604
  NPCs
  +4 bonus to AC against all subsequent attacks made by that creature for 
  the rest of the turn.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. 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. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Uncanny Dodge When an attacker that you can see hits you with an 
  attack, you can use your reaction to halve the attack’s damage against 
  you.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Volley You can use your action to make a ranged attack against any 
  number of creatures within 10 feet of a point you can see within your 
  weapon’s range. You must have ammunition for each target, as normal, 
  and you make a separate attack roll for each target.
  Archery You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Constructs Advantage on Wisdom (Survival) checks to track Constructs, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Dragons Advantage on Wisdom (Survival) checks to track Dragons, as 
  well as on Intelligence checks to recall information about them. You also 
  learn one language of your choice that is spoken by your favored enemies, 
  if they speak one at all.
  Monstrosities Advantage on Wisdom (Survival) checks to track 
  Monstrosities, as well as on Intelligence checks to recall information 
  about them. You also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all.
  
  605
  NPCs
  Lia Ilphur
  Overview
  Lia is utterly convinced of the purpose and value of the 
  Enclave, and strives to fulfill and enforce it, though her 
  methods may not appeal to all citizens.
  Appearance & Demeanor
  Lia is stern, unrelenting, and passionate, but prone to 
  acts of spontenaity and violence.  She will chalk this up 
  to her warring passions of civility and purpose, but it’s 
  fundamentally an anger management issue that she has 
  never fully come to grips with.
  She is ever in battle dress, even when relaxing in a tavern.
  Background
  Lia was born to fervently religious parents, and was raised 
  in worship and devotion to others.  While young, she 
  accepted these principles and this approach to life without 
  questioning it much.
  Then, one day not too far into her adolescence, a rival but 
  opposing church began to encroach into the territory of her 
  parents’ temple.  It began with subtle methods, but within 
  a few years, had progressed to explicit opposition, with 
  protesters and even a few acts of violence.
  Some churchgoers from both sides fled the region entirely, 
  fearful of a coming armed and outright conflict between the 
  two sides.  Lia’s parents, devout until the end, opted to stay, 
  telling Lia that to leave would be to abandon not only the 
  citizens who worshipped alongisde them, but the church and 
  their god as well.
  The conflict that many had anticipated occurred at last, 
  when militants on both sides armed themselves and 
  protested near each other’s places of worship.  Heated words 
  were exchanged and tempers flared, and then one bolt from 
  one crossbow was loosed by accident.  
  It was enough, and too late.  The resulting violence left 
  dozens dead, hundreds wounded, and both churches burned 
  nearly to the ground.
  Lia’s parents were regrettably among those slain in the 
  disaster.  
  Many came out the other side of the event with a shocked 
  awakening, a realization that slavish devotion to a cause, 
  however worthy its aims may seem, may lead to conflict 
  without being balanced with reconciliation and compassion.  
  Most recognized that the opportunities to have averted the 
  disaster were many, and would truly not have taken very 
  much effort to effect.
  Lia learned none of these lessons.
  Lia learned that conflict is inevitable, that one’s principles 
  would constantly be under attack, and that to prevail, one 
  must be stronger, in ability and conviction, than one’s 
  enemies.
  She traveled extensively following the disaster, lending her 
  talents and violence to various factions.  Happening upon 
  the Enclave, she discovered an institution that seemed equal 
  in conviction and vision to herself, and it seemed a natural 
  alliance.
  Combat Tactics
  Lia is brutal and unrelenting in combat.  She will pick the 
  weakest target if possible, and will keep at that target until 
  it is slain, and will then move to the next weakest enemy.
  If reduced to fewer than 1/4 her maximum hit points, she 
  will consider fleeing, but only if the battle was not her own 
  idea to begin with—otherwise, she will fight to the death.
  Faction Memberships
  Antimagic Shell.
  Habits and Logistics
  Lia appears in the Druid Enclave and its surrounding 
  territory when a random NPC table dictates her presence, or 
  when the GM “places” her.
  CR 7; XP 3,200
  Lone Crusader
  
  606
  NPCs
  Conversation
  Lia speaks crisply and loudly, as though her voice carried 
  automatic authority.
  What do you think of the Enclave?
   
    “It is noble to think of others, rather than solely of one’s 
  self.  It is virtuous to aspire to something greater than 
  what is.  It is right to want more for the community 
  and its citizens.  The Enclave encompasses all of these 
  attributes, and we are all much the better for it.”
  What do you think of the Council of Elders?
   
    “They run a good government, despite the self-interest 
  that runs rampant among its ranks and those whom they 
  represent.  I find that most of the infighting we witness 
  is the result of squabbling among citizens, not the leaders 
  we see.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “It’s of vital importance to the Enclave, and its many 
  workers should be rewarded perhaps better than they 
  are.  I’ve not heard lately how things are going, but I 
  assume all is well.”
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +1
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -5
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -2
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +1
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Purge the Weak
    Summary: Assist Lia in her aim to improve the standing 
  of the Enclave by destroying that which afflicts it.
    Rewards:   
    250 gp / 
    500 gp / 
    750 gp / 
    
  1,250 gp; up to 
    2 Reward Stars.
    Locations: Anywhere in the Druid Enclave.
    Key NPCs: Lia Ilphur.
    Kickoff: In conversation with Lia, if there is at least one 
  PC with a Lawful alignment component, she will pick up 
  on this and request the party’s aid in purging the city of 
  its evil. 
   
  In practice, this means hunting down Evil characters and 
  eliminating them.
    Description:
  Once this Quest is triggered by talking to Lia and receiving 
  her offer, the party starts to run afoul of a great many more 
  Evil NPCs.
  When entering a new major map area, roll on the Random 
  Miscreant Encounters table below to see if a Miscreant 
  Encounter is spawned.
  If a Miscreant is indicated by the result, this takes the place 
  of Random Encounters.
  If “None” results, then you may still roll on the normal 
  Random Encounters table that applies to the map region 
  being entered.
  Table 37: Random Miscreant Encounters
  D20
  Miscreant(s) Encountered
  1-12
  None
  13-15
    1d6 Black Market Guards (p 355)
  16
    1d4 Cataclysts (p 645)
  17
    1d4-1 Earthwalkers (minimum 1; p 651)
  17-20
    1d4+1 Thieves (p 727)
    The PCs are under no obligation to fulfill the request.  
  They may ignore, or return to pursue, the Quest’s 
  parameters at any time.  
   
  Once activated, the Quest’s increased likelihood of 
  miscreant behavior persists, however.
    Upon returning to Lia, she will reward the party with 
  the monetary reward noted for each encounter’s worth 
  of miscreants eliminated, up to a maximum of 10 total 
  encounters’ worth of miscreants.
    In addition to the monetary reward, after eliminating 
  two encounters’ worth of miscreants, Lia’s Attitude 
  Tracker increases by +5 toward the party, and they 
  receive 
    1 Reward Star.
   
  In a similar vein, upon resolving 5 encounters’ worth 
  of miscreants, the same reward repeats, and its results 
  stack.  Thus there is a total reward of +10 Attitude 
  Tracker for Lia, and 
    2 Reward Stars.
  
  607
  NPCs
  Lia Ilphur
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Cleric 4
  Cleric 8
  Cleric 12
  Cleric 16
  Size / Aln
  Medium CG 
  Elf (High)
  Medium CG 
  Elf (High)
  Medium CG 
  Elf (High)
  Medium CG 
  Elf (High)
  HP
  26
  43
  61
  81
  Armor 
  Class
  18
  19
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  13 (+1) 
  WIS 
  17 (+5) 
  CHA 15 (+4)
  STR 
  11 (+0) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  13 (+1) 
  WIS 
  19 (+7) 
  CHA 15 (+5)
  STR 
  13 (+1) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  13 (+1) 
  WIS 
  19 (+8) 
  CHA 15 (+6)
  STR 
  15 (+2) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  13 (+1) 
  WIS 
  19 (+9) 
  CHA 15 (+7)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  Armor - Disad on Stealth
  Passive Perception 17
  Armor - Disad on Stealth
  Passive Perception 18
  Armor - Disad on Stealth
  Passive Perception 19
  Armor - Disad on Stealth
  Languages Common, Elvish, Gnomish
  Attacks
  Melee Mace +2 (1d6 ) 
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged Shortbow ) --> 30 
  ft.’: +3 (1d6+1); 120 ft.’: +3 
  (1d6+1) 
  Melee +1 Mace +4 (1d6+1 ) 
  Melee Dagger +4 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+1); 60 ft.’: +4 
  (1d4+1) 
  Ranged Shortbow ) --> 30 
  ft.’: +4 (1d6+1); 120 ft.’: +4 
  (1d6+1) 
  Melee +2 Mace +7 (1d6+3) 
  Melee Dagger +5 (1d4+1 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +5 (1d4+1); 60 ft.’: 
  +5 (1d4+1) 
  Ranged Shortbow ) --> 30 
  ft.’: +5 (1d6+1); 120 ft.’: 
  +5 (1d6+1) 
  Melee +3 Mace +10 (1d6+5) 
  Melee Dagger +7 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+2); 60 ft.’: +7 
  (1d4+2) 
  Ranged Shortbow ) --> 30 
  ft.’: +6 (1d6+1); 120 ft.’: +6 
  (1d6+1) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow, Longsword, Mace, 
  Quarterstaff, Shortbow, Shortsword, Sickle, Sling, Spear
  CG; Medium Humanoid (Elf)
  
  608
  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. 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.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) 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.
  Blessed Healer Beginning at 6th level, the healing spells you cast on 
  others heal you as well. When you cast a spell of 1st level or higher that 
  restores hit points to a creature other than you, you regain hit points 
  equal to 2 + the spell’s level.
  Bonus Proficiency When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Channel Divinity At 2nd level, you gain the ability to channel divine 
  energy directly from your deity, using that energy to fuel magical effects. 
  You start with two such effects: Turn Undead and an effect determined by 
  your domain. Some domains grant you additional effects as you advance 
  in levels, as noted in the domain description. When you use your Channel 
  Divinity, you choose which effect to create. You must then finish a short 
  or long rest to use your Channel Divinity again. Some Channel Divinity 
  effects require saving throws. When you use such an effect from this 
  class, the DC equals your cleric spell save DC. You can use your Channel 
  Divinity 2 times between rests. When you finish a short or long rest, you 
  regain your expended uses.
  Channel Divinity: Preserve Life Starting at 2nd level, you can use your 
  Channel Divinity to heal the badly injured. As an action, you present 
  your holy symbol and evoke healing energy that can restore a number of 
  hit points equal to 80. Choose any creatures within 30 feet of you, and 
  divide those hit points among them. This feature can restore a creature to 
  no more than half of its hit point maximum. You can’t use this feature on 
  an undead or a construct.
  Channel Divinity: Turn Undead As an action, you present your holy symbol 
  and speak a prayer censuring the undead. Each undead that can see or 
  hear you within 30 feet of you must make a Wisdom saving throw. If the 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Disciple of Life, 
  Divine Domain, Spellcasting 
  Ability
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  1), Disciple of Life, Divine 
  Domain, Divine Strike, 
  Spellcasting Ability
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 2), Disciple of Life, 
  Divine Domain, Divine 
  Intervention, Divine Strike, 
  Spellcasting Ability
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  3), Disciple of Life, Divine 
  Domain, Divine Intervention, 
  Divine Strike, Spellcasting 
  Ability
  Spell-
  casting
  Save DC 13; Spell Atk +5
  2nd: aid; gentle repose; 
  spiritual weapon
  1st: bless; command; 
  guiding bolt; sanctuary
  Save DC 15; Spell Atk +7
  4th: banishment; guardian of 
  faith; stone shape
  3rd: beacon of hope; dispel 
  magic; glyph of warding
  2nd: aid; gentle repose; 
  spiritual weapon
  1st: bless; command; 
  guiding bolt; sanctuary
  Save DC 16; Spell Atk +8
  6th: forbiddance
  5th: commune; flame strike
  4th: banishment; guardian 
  of faith; stone shape
  3rd: beacon of hope; dispel 
  magic; glyph of warding
  2nd: aid; gentle repose; 
  spiritual weapon
  1st: bless; command; 
  guiding bolt; sanctuary
  Save DC 17; Spell Atk +9
  8th: holy aura
  7th: divine word
  6th: forbiddance
  5th: commune; flame strike
  4th: banishment; guardian of 
  faith; stone shape
  3rd: beacon of hope; dispel 
  magic; glyph of warding
  2nd: aid; gentle repose; 
  spiritual weapon
  1st: bless; command; 
  guiding bolt; sanctuary
  Equipment
  Mace;
  chain mail;
  shield;
  dagger;
  shortbow
  +1 mace;
  +1 chain mail;
  shield;
  dagger;
  shortbow
  +2 mace;
  +2 chain mail;
  shield;
  dagger;
  shortbow
  +3 mace;
  +3 chain mail;
  shield;
  dagger;
  shortbow
  
  609
  NPCs
  creature fails its saving throw, it is turned for 1 minute or until it takes 
  any damage. A turned creature must spend its turns trying to move as far 
  away from you as it can, and it can’t willingly move to a space within 30 
  feet of you. It also can’t take reactions. For its action, it can use only the 
  Dash action or try to escape from an effect that prevents it from moving. 
  If there’s nowhere to move, the creature can use the Dodge action.
  Destroy Undead (CR 3) Starting at 5th level, when an undead fails its 
  saving throw against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below a certain threshold, as 
  shown in the Destroy Undead table.
  Disciple of Life Also starting at 1st level, your healing spells are more 
  effective. Whenever you use a spell of 1st level or higher to restore hit 
  points to a creature, the creature regains additional hit points equal to 2 + 
  the spell’s level.
  Divine Intervention Beginning at 10th level, you can call on your deity to 
  intervene on your behalf when your need is great. Imploring your deity’s 
  aid requires you to use your action. Describe the assistance you seek, and 
  roll percentile dice. If you roll a number equal to or lower than 16, then 
  your deity intervenes. The DM chooses the nature of the intervention; 
  the effect of any cleric spell or cleric domain spell would be appropriate. 
  If your deity intervenes, you can’t use this feature again for 7 days. 
  Otherwise, you can use it again after you finish a long rest. At 20th level, 
  your call for intervention succeeds automatically, no roll required.
  Divine Strike At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an extra 
  2d8 radiant damage to the target.
  
  610
  NPCs
  Clarida
  Overview
  Nimble and confident, Clarida is actually the younger sister 
  of Wyrida.
    PC Replacement: Clarida
  Clarida’s motivation is linked to her older sister, but within 
  that context, she is very flexible in how she pursues her life.  
  This flexibility and the fact that she can be found anywhere 
  in the Enclave allows her to be a useful replacement for 
  deceased PCs, or as an opportunity for newly-joining players 
  to take control of a PC.
  Appearance & Demeanor
  Clarida has intentionally styled her hair and dress so as 
  to seem less like her sister.  She typically lives and sleeps 
  in leather, either armor or flexible clothing that she has 
  fashioned from animals herself.
  The ranger will eagerly engage in conversation with 
  adventurers, or those who seem more interesting than her 
  day-to-day life tends to be.
  Background
  Clarida feels as though she has ever lived in the shadow of 
  her older sister’s accomplishments.  She enjoys no favor with 
  the Council as her sister does, and has struggled hard to 
  make sure she makes her own way in life.  
  It pains her that her sister has secured her current residence 
  for her as a reward from the Council for a mission a few 
  years ago.
  Her goal is to establish a consistent, secure means of 
  supporting herself in a way that is professionally satisfying... 
  one that in no way involves her older sister!
  Combat Tactics
  Clarida seems confident, and will describe her many 
  accomplishments with gusto.  In reality, however, she has 
  very little experience in battle, and her morale suffers 
  quickly as a result.
  When reduced to fewer than half her maximum hit points, 
  she will falter, and consider running away if she can. 
  When at lower than 1/4 her max hp, she will flee regardless 
  of how dangerous or ill-advised such an attempt may be.
  Faction Memberships
  Treekeepers.
  Habits and Logistics
  In the daytime, there is a 
    70% chance she is roving about 
  the Druid Forest outside the Enclave; this decreases to 
    
  40% in the evenings.  
  When not outside the Enclave, she will be in her residence (p 
  357).
  Conversation
  Clarida will eagerly chat about just about any topic with the 
  party.
  What do you think of the Enclave?
   
    “It’s a lovely place.  Beautiful, ever-growing, and filled 
  with life, both within and outside.  The Forests outside 
  are among the most lush and wonderful environments 
  I’ve ever seen.”
  What do you think of the Council of Elders?
   
    “They’re stuck up, think too highly of themselves, and 
  CR 7; XP 3,200
  Ranger / Druid
  
  611
  NPCs
  are more prone to infighting and serving their own 
  agendas than in actually improving life in the Enclave.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “I know they mine the ore that makes the Enclave 
  possible.  What else have you heard?”
   
  (Despite her sister’s connections to the Council, and 
  involvement in the Dark Obelisk 2 adventure, Clarida 
  herself is blissfully unaware that anything disastrous has 
  taken place in the mining city.)
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +3
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -6
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -1
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +2
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: On Her Own Steam
    Summary: Upon hearing about the possibility that an ill 
  fate has befallen the mining town of Mondaria, Clarida 
  will run away from the Enclave in a personal quest to 
  discover what has occurred.  The PCs can join her, or if 
  they do not, are asked to follow her and rescue her.
    Rewards:   
    1,000 gp / 
    2,500 gp / 
    5,000 gp / 
    8,000 gp; up to 
    2 Reward Stars.
    Locations: Anywhere in the Druid Enclave.
    Key NPCs: Clarida.
    Kickoff: If the PCs have, and share with Clarida, any 
  information about the city of Mondaria, her curiosity will 
  be sparked.  She will leave the very next morning on a 
  journey to Mondaria to figure out what took place there.
    Description:
  No skill check is required to pick up on the fact that Clarida 
  becomes instantly obsessed with Mondaria.  If pressed, she 
  will freely admit her plans. 
    Any scenario in which Clarida returns from Mondaria 
  alive rewards them with the full listed rewards.
    If the PCs do not immediately follow Clarida or ask to 
  join her, her older sister Wyrida will approach the party 
  the following day.  Wyrida will point out that she heard 
  the party spoke to her sister, and the rumor is that 
  Clarida left for Mondaria.  Wyrida tasks the PCs to follow 
  her, and to try and keep her safe.
    If the PCs wish, they may offer to join Clarida in the 
  mines.  Treat this as Clarida joining the party in full 
  support; her Attitude Tracker improves by +10 if the 
  party joins her.
    If the PCs do not follow Clarida to the mines, she will die 
  there.  If this occurs, Wyrida will know that the party 
  had the chance to follow her, and her Attitude Tracker 
  toward the party will suffer a -15 penalty.
    If Clarida dies in Mondaria, but the PCs had followed her 
  or joined her initially, Wyrida will still grant the PCs half 
  of the listed monetary reward for their efforts to keep 
  her safe if they follow her.  The party also benefits from 
    1 Reward Star in this scenario.
  
  612
  NPCs
  Clarida
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Ranger 4
  Ranger 8
  Ranger 12
  Ranger 16
  Size / Aln
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  HP
  25
  37
  63
  88
  Armor 
  Class
  17
  18
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  10 (+2) 
  DEX 20 (+7) 
  CON 9 
  (-1) 
  INT 
  13 (+1) 
  WIS 
  15 (+1) 
  CHA 15 (+2)
  STR 
  12 (+4) 
  DEX 20 (+8) 
  CON 9 
  (-1) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 15 (+2)
  STR 
  12 (+5) 
  DEX 20 (+9) 
  CON 11 (+0) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 15 (+2)
  STR 
  12 (+6) 
  DEX 20 (+10) 
  CON 13 (+1) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Passive Perception 15
  Passive Perception 16
  Passive Perception 17
  Languages Common, 
  Dwarvish, Elvish, 
  Gnomish
  Common, Dwarvish, 
  Elvish, Gnomish, 
  Draconic
  Common, 
  Dwarvish, Elvish, 
  Gnomish, Draconic
  Common, Dwarvish, 
  Elvish, Gnomish, 
  Draconic, Goblin
  Attacks
  Melee Longsword +2 (1d8 ) 
  Ranged Crossbow, Hand ) 
  --> 30 ft.’: -1 (1d6+5); 120 
  ft.’: -1 (1d6+5) 
  Melee Dagger +7 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+5); 60 ft.’: +7 
  (1d4+5) 
  Ranged +1 Crossbow, Hand ) 
  --> 30 ft.’: +1 (1d6+6); 120 
  ft.’: +1 (1d6+6) 
  Melee Longsword +4/+4 
  (1d8+1 ) 
  Melee Dagger +8/+8 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Ranged +2 Crossbow, Hand 
  ) --> 30 ft.’: +3 (1d6+7); 
  120 ft.’: +3 (1d6+7) 
  Melee Longsword +5/+5 
  (1d8+1 ) 
  Melee Dagger +9/+9 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Ranged +3 Crossbow, Hand ) 
  --> 30 ft.’: +5 (1d6+8); 120 
  ft.’: +5 (1d6+8) 
  Melee Longsword +6/+6 
  (1d8+1 ) 
  Melee Dagger +10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  TN; Medium Humanoid (Half-Orc)
  
  613
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Giant Killer When a Large or larger creature within 5 feet of you hits 
  or misses you with an attack, you can use your reaction to attack that 
  creature immediately after its attack, provided that you can see the 
  creature.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hunter, 
  Hunter’s Prey, Natural 
  Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, Fiends, 
  Forest
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant 
  Killer, Hunter, Hunter’s 
  Prey, Land’s Stride, 
  Natural Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, 
  Archery, Aberrations, Fiends, 
  Forest, Mountain
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant 
  Killer, Hide in Plain Sight, 
  Hunter, Hunter’s Prey, 
  Land’s Stride, Multiattack, 
  Natural Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, 
  Volley, Archery, Aberrations, 
  Fiends, Forest, Grassland, 
  Mountain 
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Stand Against 
  the Tide, Steel Will, Superior 
  Hunter’s Defense, Vanish, 
  Volley, Archery, Aberrations, 
  Dragons, Fiends, Forest, 
  Grassland, Mountain
  Spell-
  casting
  Save DC 12; Spell Atk +4
  1st: alarm; detect poison 
  and disease; fog cloud
  Save DC 13; Spell Atk +5
  2nd: find traps; lesser 
  restoration; pass without 
  trace
  1st: alarm; detect poison 
  and disease; fog cloud; 
  longstrider
  Save DC 14; Spell Atk +6
  3rd: nondetection; 
  protection from energy; 
  water walk
  2nd: find traps; lesser 
  restoration; pass without 
  trace
  1st: alarm; detect poison 
  and disease; fog cloud; 
  longstrider
  Save DC 15; Spell Atk +7
  4th: freedom of movement; 
  stoneskin
  3rd: nondetection; 
  protection from energy; 
  water walk
  2nd: find traps; lesser 
  restoration; pass without 
  trace
  1st: alarm; detect poison 
  and disease; fog cloud; 
  longstrider
  Equipment
  Hand crossbow;
  crossbow bolts (20x);
  dagger;
  studded leather armor;
  longsword
  +1 hand crossbow;
  crossbow bolts (20x);
  dagger;
  +1 studded leather armor;
  longsword
  +2 hand crossbow;
  crossbow bolts (20x);
  dagger;
  +2 studded leather 
  armor;
  longsword
  +3 hand crossbow;
  crossbow bolts (20x);
  dagger;
  +3 studded leather armor;
  longsword
  
  614
  NPCs
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. 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. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Stand Against the Tide When a hostile creature misses you with a melee 
  attack, you can use your reaction to force that creature to repeat the same 
  attack against another creature (other than itself) of your choice.
  Steel Will You have advantage on saving throws against being frightened.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Volley You can use your action to make a ranged attack against any 
  number of creatures within 10 feet of a point you can see within your 
  weapon’s range. You must have ammunition for each target, as normal, 
  and you make a separate attack roll for each target.
  Archery You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Aberrations Advantage on Wisdom (Survival) checks to track Aberrations, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Dragons Advantage on Wisdom (Survival) checks to track Dragons, as 
  well as on Intelligence checks to recall information about them. You also 
  learn one language of your choice that is spoken by your favored enemies, 
  if they speak one at all.
  Fiends Advantage on Wisdom (Survival) checks to track Fiends, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  
  615
  NPCs
  Wyrida
  Overview
  Wyrida is a formidable warrior in the Druid Enclave’s 
  mission, and privy to much of its secrecy.  
  A favorite of the Council, she acts as a special operative 
  when discretion is called for acting on the Enclave’s will.
    Wyrida plays a pivotal role in introducing the PCs to the 
  separate adventure of Dark Obelisk 2: The Mondarian 
  Elective.   
   
  If your gaming group has encountered Wyrida in the 
  context of that adventure, they will likely begin their 
  relationship with the ranger much differently than those 
  encountering her fresh within the Enclave itself. 
   
  For those gaming groups running Druid Enclave and 
  Dark Obelisk 2 together, running into Wyrida can trigger 
  the Quest below, which integrates with the kickoff 
  described in DO2.
  Appearance & Demeanor
  She is of middling height for a half-elf.  Chin-length, straight, 
  brown hair with a tint of green, though whether this effect is 
  natural or cosmetically applied is unclear.  
  Her hair frames her face and hides her ears; this is 
  intentional, both to hide the slight pointedness of her half-
  elven ears to obscure her ancestry, and to conceal the scars 
  that besmirch her forehead, cheeks, and neck.  They’re 
  not deep, but definitely present: they could be from a 
  particularly nasty childhood incident in a poisoned briar 
  patch... or something more sinister and recent.  
  Either way, she’s certainly not telling.  She seems a strong 
  and silent type: stern and dedicated.  
  Background
  She’s a ranger, a rover, someone used to going alone, to 
  getting the job done, and to returning.  The Stranger always 
  seems on a mission, even if that mission is as commonplace 
  as securing an Inn for the evening: there is a manner about 
  her, a resolve, a determination, that brooks few questions 
  and little argument.  She may be attractive, or not; it’s hard 
  to say, since her demeanor and approach to things speaks 
  little as to her predilections for romance.  
  Deep within, she yearns in an abstract way for something to 
  return home to—but though whether that means a lover, a 
  spouse, a family, a business, a church, or something else, she 
  couldn’t articulate, even if she was given to such discussion.
  Wyrida is not taken to beliefs, premonitions, or other 
  divintations.  But the hunter, the forager, and the wild 
  traveler within her knows a bad thing when she sees it.  
  She has family, in that city; but for them, this may have 
  been the first mission she refused to undertake, for fear... 
  not of failure, but of what the truth might reveal.  Savvy 
  adventurers in the group will read this in her face, as she 
  tries to conceal it like the scars that lie just beneath the 
  wispy covering of her hair.
  Combat Tactics
  Calculating, experienced, and wise, Wyrida will conquer 
  nearly any foe, and if this seems improbable, will quietly 
  disappear.
  Faction Memberships
  Leaf Whisperers.
  Habits and Logistics
  In the daytime, there is an 
    60% chance she is roving the 
  wilds outside of the Enclave; this decreases to 
    30% in 
  the evenings.
  When not in the wild or on assignment, she can be found in 
  her residence (p 355).
  CR 7; XP 3,200
  Ranger / Druid
  
  616
  NPCs
  Conversation
  Wyrida’s replies in conversation tend to be short, almost 
  curt; this is typically because she has something else to focus 
  on that she would rather turn her attention to.
  What do you think of the Enclave?
   
    “It’s a noble ideal.  Falls short of that much of the 
  time, and individually, there will always be a variety of 
  personal goals and backgrounds.  But it’s as righteous a 
  foundation as I’ve yet encountered.”
  What do you think of the Council of Elders?
   
    “They are people, individually, but together, they balance 
  out each other’s rough edges, and more often than 
  not, end up coalescing to truly try and make life better 
  for citizens of the Enclave.  Some may question their 
  methods, or the approaches that they sanction, but their 
  results can hardly be questioned.”
  Do you know anything about the city of Mondaria, its 
  mines, or the Elven Administration or the Dwarven 
  Mining Union? 
  (this is only applicable if the PCs are engaged in, or are 
  aware of, Mondaria City in relation to the Dark Obelisk 2 
  adventure)
   
    “Mondaria is an absolutely essential element of the 
  Enclave.  We rely upon the mining city to produce ore, 
  which we use for manufacturing and revenue to help 
  maintain the institution.” 
  (any PC may make a 
    Sense Motive check.  This is 
  opposed by Wyrida’s Bluff, with a +3 circumstance bonus 
  to the ranger.  
   
  Success on the part of a PC means they sense that Wyrida 
  knows much more than she lets on.  
   
  Note that this can trigger the Quest, below.)
  Additional Attitude Modifiers
  Modifier
  Circumstance
  +1
  Party engages in polite conversation with this 
  NPC, and listens to the response.  
  (Limited to a single instance.)
  -8
  Party takes a direct and explicit action against 
  the Enclave, its leadership, or its security 
  forces, within sight of this NPC.
  -3
  Party presses for answers where it is clear that 
  the NPC does not wish to engage further on the 
  topic.  
  (Penalty incurred each time it occurs, with no 
  limit.)
  +3
  Party speaks favorably of the Enclave, life here, 
  or something else positive about the city in 
  which the NPC lives their life.
  Quests & Encounters
    Quest: Mining the Truth
    Summary: The PCs can help Wyrida establish the truth 
  about the mining city of Mondaria and the disaster that 
  has befallen it.
    It should be noted that this Quest is a hook into 
  the separate mega-adventure Dark Obelisk 2: The 
  Mondarian Elective.  This separate adventure book is 
  required to run this Quest in full. 
   
  However, you can still run this Quest even if you have no 
  plan to integrate the Druid Enclave with Dark Obelisk 2.   
   
  If your gaming group has already encountered Mondaria 
  City in the course of running Dark Obelisk 2, they will 
  already have encountered Wyrida.
    Rewards:   
    1,500 gp / 
    3,000 gp / 
    5,000 gp / 
    7,500 gp; up to 
    2 Reward Stars.
    Locations: Anywhere in the Druid Enclave.
    Key NPCs: Wyrida.
    Kickoff: If the PCs have already encountered Wyrida “on 
  the road” to Mondaria in the Dark Obelisk 2 adventure, 
  this Quest is automatically triggered. 
   
  Outside of that context, if they speak with Wyrida about 
  Mondaria, and use the skill check mentioned above to 
  detect her hiding information, they can press for more 
  details, and launch this Quest in that manner.
    Description:
  Wyrida will reward the party for discovering the truth about 
  what happened to the mining city.  
    Ignoring the Quest has no immediate impact.  The PCs 
  may return to pursue the Quest at any later point.
    If your gaming group has no intention to run the Dark 
  Obelisk 2 adventure, you can model “discovering the 
  truth” by completing one or more other Quests in this 
  book related to the mining city of Mondaria.  Returning 
  to Wyrida with this information fulfills the Quest and 
  grants them the listed rewards. 
    If the party ventures to Mondaria and determines what 
  took place there, returning to Wyrida (or immediately 
  following the conclusion of that adventure, if the ranger 
  has accompanied them to the mines) grants them the 
  listed rewards.
    The party may also request Wyrida’s assistance in 
  accompanying them into the mines.  This grants the PCs 
  a valuable and capable ally, but requires that they pass 
  a skill check to convince the ranger to join them: 
    
  Diplomacy, opposed by Wyrida’s Bluff.  Success means 
  they have convinced the ranger of the value of her joining 
  them; failure means she stays behind in the Enclave.  
   
  The PCs may re-attempt this check, but suffer a stacking 
  -1 circumstance penalty to each successive check.  
  
  617
  NPCs
  Wyrida
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Ranger 4
  Ranger 8
  Ranger 12
  Ranger 16
  Size / Aln
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  HP
  23
  48
  79
  103
  Armor 
  Class
  17
  16
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  14 (+4) 
  DEX 20 (+7) 
  CON 10 (+0) 
  INT 
  13 (+1) 
  WIS 
  20 (+5) 
  CHA 13 (+1)
  STR 
  14 (+5) 
  DEX 20 (+8) 
  CON 10 (+0) 
  INT 
  13 (+1) 
  WIS 
  20 (+5) 
  CHA 15 (+2)
  STR 
  14 (+6) 
  DEX 20 (+9) 
  CON 10 (+0) 
  INT 
  13 (+1) 
  WIS 
  20 (+5) 
  CHA 17 (+3)
  STR 
  16 (+8) 
  DEX 20 (+10) 
  CON 10 (+0) 
  INT 
  13 (+1) 
  WIS 
  20 (+5) 
  CHA 17 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 17
  Passive Perception 18
  Passive Perception 19
  Passive Perception 20
  Languages Common, Dwarvish, Elvish, Gnomish
  Attacks
  Ranged Longbow ) --> 150 
  ft.’: +7 (1d8+5); 600 ft.’: +7 
  (1d8+5) 
  Melee Dagger +7 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+5); 60 ft.’: +7 
  (1d4+5) 
  Melee Spear +7 (1d6+5 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +7 (1d6+5); 60 ft.’: +7 
  (1d6+5) 
  Ranged +1 Longbow --> 150 
  ft.’: +9/+9 (1d8+6); 600 ft.’: 
  +9/+9 (1d8+6) 
  Melee Dagger +8/+8 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Melee Spear +8/+8 (1d6+5 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +8/+8 (1d6+5); 60 ft.’: 
  +8/+8 (1d6+5) 
  Ranged +2 Longbow ) --> 
  150 ft.’: +11/+11 (1d8+7); 
  600 ft.’: +11/+11 (1d8+7) 
  Melee Dagger +9/+9 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Melee Spear +9/+9 (1d6+5) 
  Ranged Spear (Thrown) 20 
  ft.’: +9/+9 (1d6+5); 60 ft.’: 
  +9/+9 (1d6+5) 
  Ranged +3 Longbow ) --> 
  150 ft.’: +13/+13 (1d8+8); 
  600 ft.’: +13/+13 (1d8+8)
  Melee Dagger +10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5) 
  Melee Spear +10/+10 
  (1d6+5 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +10/+10 (1d6+5); 60 
  ft.’: +10/+10 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  LN; Medium Humanoid (Half-Elf)
  
  618
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  Escape the Horde Opportunity attacks against you are made with 
  disadvantage.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hunter, 
  Hunter’s Prey, Natural 
  Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Dueling, 
  Aberrations, Mountain
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Escape 
  the Horde, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Dueling, 
  Aberrations, Monstrosities, 
  Mountain, Underdark
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Escape 
  the Horde, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hide 
  in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Multiattack, 
  Natural Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Whirlwind 
  Attack, Dueling, 
  Aberrations, Monstrosities, 
  Forest, Mountain, 
  Underdark
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Fey Ancestry, Languages, 
  Skill Versatility, Ability Score 
  Improvement, Defensive 
  Tactics, Escape the Horde, 
  Extra Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Stand Against 
  the Tide, Superior Hunter’s 
  Defense, Vanish, Whirlwind 
  Attack, Dueling, Aberrations, 
  Monstrosities, Oozes, Forest, 
  Mountain, Underdark
  Spell-
  casting
  Save DC 15; Spell Atk +7
  1st: cure wounds; fog 
  cloud; longstrider
  Save DC 16; Spell Atk +8
  2nd: barkskin; find traps; 
  pass without trace
  1st: cure wounds; fog cloud; 
  longstrider; speak with 
  animals
  Save DC 17; Spell Atk +9
  3rd: nondetection; water 
  breathing; wind wall
  2nd: barkskin; find traps; 
  pass without trace
  1st: cure wounds; fog 
  cloud; longstrider; speak 
  with animals
  Save DC 18; Spell Atk +10
  4th: freedom of movement; 
  stoneskin
  3rd: nondetection; water 
  breathing; wind wall
  2nd: barkskin; find traps; 
  pass without trace
  1st: cure wounds; fog cloud; 
  longstrider; speak with 
  animals
  Equipment
  Longbow;
  studded leather armor;
  dagger;
  spear
  +1 longbow;
  +1 studded leather armor;
  dagger;
  spear
  +2 longbow;
  +2 studded leather 
  armor;
  dagger;
  spear
  +3 longbow;
  +3 studded leather armor;
  dagger;
  spear
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Giant Killer When a Large or larger creature within 5 feet of you hits 
  or misses you with an attack, you can use your reaction to attack that 
  creature immediately after its attack, provided that you can see the 
  creature.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  
  619
  NPCs
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. 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. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Stand Against the Tide When a hostile creature misses you with a melee 
  attack, you can use your reaction to force that creature to repeat the same 
  attack against another creature (other than itself) of your choice.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Whirlwind Attack You can use your action to make a melee attack against 
  any number of creatures within 5 feet of you, with a separate attack roll 
  for each target.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Aberrations Advantage on Wisdom (Survival) checks to track Aberrations, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Monstrosities Advantage on Wisdom (Survival) checks to track 
  Monstrosities, as well as on Intelligence checks to recall information 
  about them. You also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all.
  Oozes Advantage on Wisdom (Survival) checks to track Oozes, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  
  620
  NPCs
  Common NPCs
  
  621
  NPCs
  Anointed 
  Guard
    Enclave Security
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Paladin 4
  Paladin 8
  Paladin 12
  Paladin 16
  Size / Aln
  Medium LG Half-Elf
  Medium LG Half-Elf
  Medium LG Half-Elf
  Medium LG Half-Elf
  HP
  25
  53
  68
  87
  Armor 
  Class
  16
  17
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    18 (+4) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT      9 (-1) 
  WIS     9 (+1) 
  CHA   18 (+6)
  STR    20 (+5) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT      9 (-1) 
  WIS     9 (+2) 
  CHA   18 (+7)
  STR    20 (+5) 
  DEX   15 (+2) 
  CON  10 (+0) 
  INT      9 (-1) 
  WIS     9 (+3) 
  CHA   18 (+8)
  STR    20 (+5) 
  DEX   17 (+3) 
  CON  10 (+0) 
  INT      9 (-1) 
  WIS     9 (+4) 
  CHA   18 (+9)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Armor - Disad on Stealth
  Passive Perception 9
  Armor - Disad on Stealth
  Passive Perception 9
  Armor - Disad on Stealth
  Passive Perception 9
  Armor - Disad on Stealth
  Languages Common, Dwarvish, Elvish
  LG; Medium Humanoid (Half-Elf)
  
  622
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  Aura of Courage Starting at 10th level, you and friendly creatures within 
  10 feet of you can’t be frightened while you are conscious.
  Aura of Devotion Starting at 7th level, you and friendly creatures within 
  10 feet of you can’t be charmed while you are conscious.
  Aura of Protection Starting at 6th level, whenever you or a friendly 
  creature within 10 feet of you must make a saving throw, the creature 
  gains a bonus to the saving throw equal to 4. You must be conscious to 
  grant this bonus.
  Channel Divinity Your oath allows you to channel divine energy to fuel 
  magical effects. Each Channel Divinity option provided by your oath 
  explains how to use it. When you use your Channel Divinity, you choose 
  which option to use. You must then finish a short or long rest to use 
  your Channel Divinity again. Some Channel Divinity effects require saving 
  throws. When you use such an effect from this class, the DC equals your 
  paladin spell save DC.
  Cleansing Touch Beginning at 14th level, you can use your action to end 
  one spell on yourself or on one willing creature that you touch. You can 
    Low
    Moderate
    Advanced
    Elite
  Attacks
  Melee Halberd +6 (1d10+4) 
  Melee Dagger +6 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +3 (1d10+1); 
  400 ft.’: +3 (1d10+1) 
  Melee +1 Halberd +9/+9 
  (1d10+6)
  Melee Dagger +8/+8 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +4/+4 
  (1d10+1); 400 ft.’: +4/+4 
  (1d10+1) 
  Melee +2 Halberd +11/+11 
  (1d10+7)
  Melee Dagger +9/+9 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6 
  (1d10+2); 400 ft.’: +6/+6 
  (1d10+2) 
  Melee +3 Halberd +13/+13 
  (1d10+8)
  Melee Dagger +10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +8/+8 
  (1d10+3); 400 ft.’: +8/+8 
  (1d10+3) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Channel Divinity, Divine 
  Health, Divine Sense, Divine 
  Smite, Fighting Style, Lay on 
  Hands, Oath of Devotion, 
  Oath Spells, Sacred 
  Oath, Sacred Weapon, 
  Spellcasting, Spellcasting 
  Focus, Turn the Unholy, 
  Protection
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Aura of Devotion, Aura of 
  Protection, Channel Divinity, 
  Divine Health, Divine Sense, 
  Divine Smite, Extra Attack, 
  Fighting Style, Lay on Hands, 
  Oath of Devotion, Oath 
  Spells, Sacred Oath, Sacred 
  Weapon, Spellcasting, 
  Spellcasting Focus, Turn the 
  Unholy, Protection
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Aura of Courage, Aura 
  of Devotion, Aura of 
  Protection, Channel 
  Divinity, Divine Health, 
  Divine Sense, Divine Smite, 
  Extra Attack, Fighting 
  Style, Improved Divine 
  Smite, Lay on Hands, 
  Oath of Devotion, Oath 
  Spells, Sacred Oath, Sacred 
  Weapon, Spellcasting, 
  Spellcasting Focus, Turn the 
  Unholy, Protection
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Fey Ancestry, Languages, 
  Skill Versatility, Ability 
  Score Improvement, Aura of 
  Courage, Aura of Devotion, 
  Aura of Protection, Channel 
  Divinity, Cleansing Touch, 
  Divine Health, Divine Sense, 
  Divine Smite, Extra Attack, 
  Fighting Style, Improved 
  Divine Smite, Lay on Hands, 
  Oath of Devotion, Oath 
  Spells, Purity of Spirit, Sacred 
  Oath, Sacred Weapon, 
  Spellcasting, Spellcasting 
  Focus, Turn the Unholy, 
  Protection
  Spell-
  casting
  Save DC 17; Spell Atk +9
  1st: command; detect 
  magic; divine favor
  Save DC 17; Spell Atk +9
  2nd: aid; lesser restoration; 
  locate object
  1st: command; detect 
  magic; divine favor; heroism
  Save DC 17; Spell Atk +9
  3rd: daylight; dispel magic; 
  remove curse
  2nd: aid; lesser restoration; 
  locate object
  1st: command; detect 
  magic; divine favor; 
  heroism
  Save DC 17; Spell Atk +9
  4th: death ward; locate 
  creature
  3rd: daylight; dispel magic; 
  remove curse
  2nd: aid; lesser restoration; 
  locate object
  1st: command; detect magic; 
  divine favor; heroism
  Equipment
  Halberd;  
  chainmail; 
  heavy crossbow; 
  crossbow bolts (10x); 
  dagger
  +1 halberd;  
  +1 chainmail; 
  heavy crossbow; 
  crossbow bolts (10x); 
  dagger
  +2 halberd;  
  +2 chainmail; 
  heavy crossbow; 
  crossbow bolts (10x); 
  dagger
  +3 halberd;  
  +3 chainmail; 
  heavy crossbow; 
  crossbow bolts (10x); 
  dagger
  
  623
  NPCs
  use this feature 4 times. You regain expended uses when you finish a 
  long rest.
  Divine Health By 3rd level, the divine magic flowing through you makes 
  you immune to disease.
  Divine Sense The presence of strong evil registers on your senses like a 
  noxious odor, and powerful good rings like heavenly music in your ears. 
  As an action, you can open your awareness to detect such forces. Until 
  the end of your next turn, you know the location of any celestial, fiend, or 
  undead within 60 feet of you that is not behind total cover. You know the 
  type (celestial, fiend, or undead) of any being whose presence you sense, 
  but not its identity (the vampire Count Strahd von Zarovich, for instance). 
  Within the same radius, you also detect the presence of any place or 
  object that has been consecrated or desecrated, as with the hallow spell. 
  You can use this feature 5 times. When you finish a long rest, you regain 
  all expended uses.
  Divine Smite Starting at 2nd level, when you hit a creature with a melee 
  weapon attack, you can expend one spell slot to deal radiant damage to 
  the target, in addition to the weapon’s damage. The extra damage is 2d8 
  for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a 
  maximum of 5d8. The damage increases by 1d8 if the target is an undead 
  or a fiend.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Improved Divine Smite By 11th level, you are so suffused with righteous 
  might that all your melee weapon strikes carry divine power with them. 
  Whenever you hit a creature with a melee weapon, the creature takes 
  an extra 1d8 radiant damage. If you also use your Divine Smite with an 
  attack, you add this damage to the extra damage of your Divine Smite.
  Lay on Hands Your blessed touch can heal wounds. You have a pool 
  of healing power that replenishes when you take a long rest. With that 
  pool, you can restore a total number of hit points equal to 80. As an 
  action, you can touch a creature and draw power from the pool to restore 
  a number of hit points to that creature, up to the maximum amount 
  remaining in your pool. Alternatively, you can expend 5 hit points from 
  your pool of healing to cure the target of one disease or neutralize 
  one poison affecting it. You can cure multiple diseases and neutralize 
  multiple poisons with a single use of Lay on Hands, expending hit 
  points separately for each one. This feature has no effect on undead and 
  constructs.
  Oath of Devotion The Oath of Devotion binds a paladin to the loftiest 
  ideals of justice, virtue, and order. Sometimes called cavaliers, white 
  knights, or holy warriors, these paladins meet the ideal of the knight in 
  shining armor, acting with honor in pursuit of justice and the greater 
  good. They hold themselves to the highest standards of conduct, 
  and some, for better or worse, hold the rest of the world to the same 
  standards. Many who swear this oath are devoted to gods of law and 
  good and use their gods’ tenets as the measure of their devotion. They 
  hold angels-the perfect servants of good-as their ideals, and incorporate 
  images of angelic wings into their helmets or coats of arms.
  Purity of Spirit Beginning at 15th level, you are always under the effects 
  of a protection from evil and good spell.
  Sacred Weapon As an action, you can imbue one weapon that you are 
  holding with positive energy, using your Channel Divinity. For 1 minute, 
  you add +4 to attack rolls made with that weapon. The weapon also emits 
  bright light in a 20-foot radius and dim light 20 feet beyond that. If the 
  weapon is not already magical, it becomes magical for the duration. You 
  can end this effect on your turn as part of any other action. If you are no 
  longer holding or carrying this weapon, or if you fall unconscious, this 
  effect ends.
  Turn the Unholy As an action, you present your holy symbol and speak 
  a prayer censuring fiends and undead, using your Channel Divinity. Each 
  fiend or undead that can see or hear you within 30 feet of you must make 
  a Wisdom saving throw. If the creature fails its saving throw, it is turned 
  for 1 minute or until it takes damage. A turned creature must spend its 
  turns trying to move as far away from you as it can, and it can’t willingly 
  move to a space within 30 feet of you. It also can’t take reactions. For its 
  action, it can use only the Dash action or try to escape from an effect that 
  prevents it from moving. If there’s nowhere to move, the creature can use 
  the Dodge action.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield. 
  
  624
  NPCs
  Ashleaf Serrator
    Thornpriests
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Monk 4
  Monk 8
  Monk 12
  Monk 16
  Size / Aln
  Medium LG 
  Half-Elf
  Medium LG 
  Half-Elf
  Medium LG 
  Half-Elf
  Medium LG 
  Half-Elf
  HP
  15
  40
  57
  81
  Armor 
  Class
  13
  13
  14
  14
  Speed
  Walk 40’
  Walk 45’
  Walk 50’
  Walk 55’
  Ability 
  Scores / 
  Saves
  STR 
  11 (+2) 
  DEX 13 (+3) 
  CON 9 
  (-1) 
  INT 
  17 (+3) 
  WIS 
  15 (+2) 
  CHA 7 
  (-2)
  STR 
  11 (+3) 
  DEX 13 (+4) 
  CON 11 (+0) 
  INT 
  17 (+3) 
  WIS 
  15 (+2) 
  CHA 7 
  (-2)
  STR 
  11 (+4) 
  DEX 13 (+5) 
  CON 11 (+0) 
  INT 
  17 (+3) 
  WIS 
  17 (+3) 
  CHA 7 
  (-2)
  STR 
  13 (+6) 
  DEX 13 (+6) 
  CON 11 (+5) 
  INT 
  17 (+8) 
  WIS 
  17 (+8) 
  CHA 7 
  (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  +2 Flute
  Passive Perception 15
  +3 Flute
  Passive Perception 17
  +4 Flute
  Passive Perception 18
  +5 Flute
  Languages Common, Elvish, 
  Halfling
  Common, Elvish, 
  Halfling
  Common, Elvish, 
  Halfling
  Abyssal, Celestial, Common, 
  Deep Speech, Draconic, 
  Druidic, Dwarvish, Elvish, Giant, 
  Gnomish, Goblin, Halfling, 
  Infernal, Orc, Primordial, Sylvan, 
  Undercommon
  Attacks
  Unarmed Attack +3 (1d4+1 
  20/x2; 5 ft.) 
  Melee Shortsword +3 
  (1d6+1 ) 
  Ranged Sling ) --> 30 ft.’: 
  -7 (1d4+1); 120 ft.’: -7 
  (1d4+1) 
  Unarmed Attack +4/+4 
  (1d6+1 20/x2; 5 ft.) 
  Ranged Sling ) --> 30 ft.’: 
  -6 (1d4+1); 120 ft.’: -6 
  (1d4+1) 
  Melee +1 Shortsword  +5/+5 
  (1d6+2 )
  Unarmed Attack +5/+5 
  (1d8+1 20/x2; 5 ft.) 
  Ranged Sling ) --> 30 ft.’: 
  -5 (1d4+1); 120 ft.’: -5 
  (1d4+1) 
  Melee +2 Shortsword 
  +7/+7 (1d6+3 ) 
  Unarmed Attack +5/+5 
  (1d8+1 20/x2; 5 ft.) 
  Ranged Sling ) --> 30 ft.’: -5 
  (1d4+1); 120 ft.’: -5 (1d4+1) 
  Melee +3 Shortsword  +7/+7 
  (1d6+3 ) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, 
  Shortsword, Sickle, Sling, Spear, Unarmed Strike
  LG; Medium Humanoid (Half-Elf)
  
  625
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  Deflect Missiles Starting at 3rd level, you can use your reaction to deflect 
  or catch the missile when you are hit by a ranged weapon attack. When 
  you do so, the damage you take from the attack is reduced by 1d10 + 
  5. If you reduce the damage to 0, you can catch the missile if it is small 
  enough for you to hold in one hand and you have at least one hand free. If 
  you catch a missile in this way, you can spend 1 ki point to make a ranged 
  attack with the weapon or piece of ammunition you just caught, as part 
  of the same reaction. You make this attack with proficiency, regardless of 
  your weapon proficiencies, and the missile counts as a monk weapon for 
  the attack. The range of the monk’s ranged attack is 20/60 feet.
  Flurry of Blows Immediately after you take the Attack action on your turn, 
  you can spend 1 ki point to make two unarmed strikes as a bonus action.
  Ki Starting at 2nd level, your training allows you to harness the mystic 
  energy of ki. Your access to this energy is represented by a number of ki 
  points. You have a total of 4 ki points. You can spend these points to fuel 
  various ki features. You start knowing three such features: Flurry of Blows, 
  Patient Defense, and Step of the Wind. You learn more ki features as you 
  gain levels in this class. When you spend a ki point, it is unavailable until 
  you finish a short or long rest, at the end of which you draw all of your 
  expended ki back into yourself. You must spend at least 30 minutes of the 
  rest meditating to regain your ki points. Some of your ki features require 
  your target to make a saving throw to resist the feature’s effects. The 
  saving throw DC is as follows: Ki save DC = 12
  Martial Arts At 1st level, your practice of martial arts gives you mastery 
  of combat styles that use unarmed strikes and monk weapons, which are 
  shortswords and any simple melee weapons that don’t have the two-
  handed or heavy property. You gain the following benefits while you are 
  unarmed or wielding only monk weapons and you aren’t wearing armor 
  or wielding a shield: * You can use Dexterity instead of Strength for the 
  attack and damage rolls of your unarmed strikes and monk weapons. * 
  You can roll a d4 in place of the normal damage of your unarmed strike or 
  monk weapon. * When you use the Attack action with an unarmed strike 
  or a monk weapon on your turn, you can make one unarmed strike as a 
  bonus action. For example, if you take the Attack action and attack with 
  a quarterstaff, you can also make an unarmed strike as a bonus action, 
  assuming you haven’t already taken a bonus action this turn. Certain 
  monasteries use specialized forms of the monk weapons. For example, 
  you might use a club that is two lengths of wood connected by a short 
  chain (called a nunchaku) or a sickle with a shorter, straighter blade 
  (called a kama). Whatever name you use for a monk weapon, you can use 
  the game statistics provided for the weapon in chapter 5.
  Open Hand Technique Starting when you choose this tradition at 3rd 
  level, you can manipulate your enemy’s ki when you harness your own. 
  Whenever you hit a creature with one of the attacks granted by your 
  Flurry of Blows, you can impose one of the following effects on that 
  target: * It must succeed on a Dexterity saving throw or be knocked 
  prone. * It must make a Strength saving throw. If it fails, you can push it 
  up to 15 feet away from you. * It can’t take reactions until the end of your 
  next turn.
  Patient Defense You can spend 1 ki point to take the Dodge action as a 
  bonus action on your turn.
  Slow Fall Beginning at 4th level, you can use your reaction when you fall 
  to reduce any falling damage you take by 20.
  Step of the Wind You can spend 1 ki point to take the Disengage or Dash 
  action as a bonus action on your turn, and your jump distance is doubled 
  for the turn.
  Unarmored Defense Beginning at 1st level, while you are wearing no 
  armor and not wielding a shield, your AC equals 10 + your Dexterity 
  modifier + your Wisdom modifier.
  Unarmored Movement Starting at 2nd level, your speed increases by 10 
  feet while you are not wearing armor or wielding a shield. This bonus 
  increases when you reach certain monk levels, as shown in the Monk 
  table.
  Way of the Open Hand Monks of the Way of the Open Hand are the 
  ultimate masters of martial arts combat, whether armed or unarmed. 
  They learn techniques to push and trip their opponents, manipulate ki to 
  heal damage to their bodies, and practice advanced meditation that can 
  protect them from harm.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Deflect Missiles, Flurry 
  of Blows, Ki, Martial Arts, 
  Monastic Tradition, Open 
  Hand Technique, Patient 
  Defense, Slow Fall, Step of the 
  Wind, Unarmored Defense, 
  Unarmored Movement, Way of 
  the Open Hand
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Deflect Missiles, Evasion, Extra 
  Attack, Flurry of Blows, Ki, Ki-
  Empowered Strikes, Martial Arts, 
  Monastic Tradition, Open Hand 
  Technique, Patient Defense, 
  Slow Fall, Step of the Wind, 
  Stillness of Mind, Stunning 
  Strike, Unarmored Defense, 
  Unarmored Movement, Way of 
  the Open Hand, Wholeness of 
  Body
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Deflect Missiles, Evasion, Extra 
  Attack, Flurry of Blows, Ki, 
  Ki-Empowered Strikes, Martial 
  Arts, Monastic Tradition, Open 
  Hand Technique, Patient 
  Defense, Purity of Body, 
  Slow Fall, Step of the Wind, 
  Stillness of Mind, Stunning 
  Strike, Tranquility, Unarmored 
  Defense, Unarmored 
  Movement, Way of the Open 
  Hand, Wholeness of Body 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Deflect Missiles, Diamond Soul, 
  Evasion, Extra Attack, Flurry 
  of Blows, Ki, Ki-Empowered 
  Strikes, Martial Arts, Monastic 
  Tradition, Open Hand Technique, 
  Patient Defense, Purity of Body, 
  Slow Fall, Step of the Wind, 
  Stillness of Mind, Stunning 
  Strike, Timeless Body, Tongue of 
  the Sun and Moon, Tranquility, 
  Unarmored Defense, Unarmored 
  Movement, Way of the Open 
  Hand, Wholeness of Body 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Shortsword;
  sling;
  sling bullets (20x)
  +1 shortsword;
  sling;
  sling bullets (20x)
  +2 shortsword;
  sling;
  sling bullets (20x)
  +3 shortsword;
  sling;
  sling bullets (20x)
  
  626
  NPCs
  Barkbringer
    Treekeepers
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Barbarian 4
  Barbarian 8
  Barbarian 12
  Barbarian 16
  Size / Aln
  Medium CG 
  Half-Orc
  Medium CG 
  Half-Orc
  Medium CG 
  Half-Orc
  Medium CG 
  Half-Orc
  HP
  29
  77
  113
  158
  Armor 
  Class
  15
  16
  17
  18
  Speed
  Walk 30’
  Walk 40’
  Walk 40’
  Walk 40’
  Ability 
  Scores / 
  Saves
  STR 
  18 (+6) 
  DEX 13 (+1) 
  CON 13 (+3) 
  INT 
  9 
  (-1) 
  WIS 
  14 (+2) 
  CHA 8 
  (-1)
  STR 
  20 (+8) 
  DEX 13 (+1) 
  CON 13 (+4) 
  INT 
  9 
  (-1) 
  WIS 
  14 (+2) 
  CHA 8 
  (-1)
  STR 
  20 (+9) 
  DEX 13 (+1) 
  CON 15 (+6) 
  INT 
  9 
  (-1) 
  WIS 
  14 (+2) 
  CHA 8 
  (-1)
  STR 
  20 (+10) 
  DEX 13 (+1) 
  CON 17 (+8) 
  INT 
  9 
  (-1) 
  WIS 
  14 (+2) 
  CHA 8 
  (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Passive Perception 15
  Passive Perception 16
  Passive Perception 17
  Languages Common, Orc
  Attacks
  Melee Greatsword +6 
  (2d6+4)
  Melee Dagger +6 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Ranged Longbow ) --> 150 
  ft.’: +3 (1d8+1); 600 ft.’: +3 
  (1d8+1) 
  Melee +1 Greatsword +9/+9 
  (2d6+6)
  Melee Dagger +8/+8 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Ranged Longbow ) --> 150 
  ft.’: +4/+4 (1d8+1); 600 ft.’: 
  +4/+4 (1d8+1) 
  Melee +2 Greatsword 
  +11/+11 (2d6+7)
  Melee Dagger +9/+9 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Ranged Longbow ) --> 150 
  ft.’: +5/+5 (1d8+1); 600 
  ft.’: +5/+5 (1d8+1) 
  Melee +3 Greatsword 
  +13/+13 (2d6+8)
  Melee Dagger +10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5) 
  Ranged Longbow ) --> 150 
  ft.’: +6/+6 (1d8+1); 600 ft.’: 
  +6/+6 (1d8+1) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  CG; Medium Humanoid (Half-Orc)
  
  627
  NPCs
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. 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.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Persistent Rage Beginning at 15th level, your rage is so fierce that it ends 
  early only if you fall unconscious or if you choose to end it.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 4. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Danger Sense, Frenzy, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Danger Sense, Extra Attack, 
  Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Unarmored 
  Defense 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Brutal Critical, Danger 
  Sense, Extra Attack, Fast 
  Movement, Feral Instinct, 
  Frenzy, Path of the 
  Berserker, Primal Path, 
  Rage, Reckless Attack, 
  Relentless Rage, Unarmored 
  Defense
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Brutal Critical, Danger Sense, 
  Extra Attack, Fast Movement, 
  Feral Instinct, Frenzy, Path 
  of the Berserker, Persistent 
  Rage, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Unarmored Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatsword;
  breastplate;
  longbow;
  arrows (20x);
  dagger
  +1 greatsword;
  +1 breastplate;
  longbow;
  arrows (20x);
  dagger
  +2 greatsword;
  +2 breastplate;
  longbow;
  arrows (20x);
  dagger
  +3 greatsword;
  +3 breastplate;
  longbow;
  arrows (20x);
  dagger
  
  628
  NPCs
  Barkguard
    Treekeepers
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Barbarian 4
  Barbarian 8
  Barbarian 12
  Barbarian 16
  Size / Aln
  Medium CN 
  Human
  Medium CN 
  Human
  Medium CN 
  Human
  Medium CN 
  Human
  HP
  43
  68
  99
  137
  Armor 
  Class
  13
  14
  16
  17
  Speed
  Walk 30’
  Walk 40’
  Walk 40’
  Walk 40’
  Ability 
  Scores / 
  Saves
  STR 
  18 (+6) 
  DEX 13 (+1) 
  CON 15 (+4) 
  INT 
  7 
  (-2) 
  WIS 
  8 
  (-1) 
  CHA 13 (+1)
  STR 
  20 (+8) 
  DEX 13 (+1) 
  CON 15 (+5) 
  INT 
  7 
  (-2) 
  WIS 
  8 
  (-1) 
  CHA 13 (+1)
  STR 
  20 (+9) 
  DEX 15 (+2) 
  CON 15 (+6) 
  INT 
  7 
  (-2) 
  WIS 
  8 
  (-1) 
  CHA 13 (+1)
  STR 
  20 (+10) 
  DEX 17 (+3) 
  CON 15 (+7) 
  INT 
  7 
  (-2) 
  WIS 
  8 
  (-1) 
  CHA 13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  CN; Medium Humanoid (Human)
  
  629
  NPCs
  Special Abilities
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Persistent Rage Beginning at 15th level, your rage is so fierce that it ends 
  early only if you fall unconscious or if you choose to end it.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 4. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
    Low
    Moderate
    Advanced
    Elite
  Senses
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Languages Common, Dwarvish
  Attacks
  Melee Greatclub +6 
  (1d8+4)
  Melee Light Hammer +6 
  (1d4+4 ) 
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +6 
  (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Melee +1 Greatclub +9/+9 
  (1d8+6)
  Melee Light Hammer +8/+8 
  (1d4+5 ) 
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +8/+8 
  (1d4+5); 60 ft.’: +8/+8 
  (1d4+5) 
  Melee +2 Greatclub 
  +11/+11 (1d8+7)
  Melee Light Hammer +9/+9 
  (1d4+5 ) 
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +9/+9 
  (1d4+5); 60 ft.’: +9/+9 
  (1d4+5) 
  Melee +3 Greatclub 
  +13/+13 (1d8+8)
  Melee Light Hammer 
  +10/+10 (1d4+5 ) 
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +10/+10 
  (1d4+5); 60 ft.’: +10/+10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
   Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  Special 
  Qualities
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Danger 
  Sense, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Unarmored 
  Defense
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Danger Sense, 
  Extra Attack, Fast Movement, 
  Feral Instinct, Frenzy, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Brutal Critical, 
  Danger Sense, Extra Attack, 
  Fast Movement, Feral Instinct, 
  Frenzy, Path of the Berserker, 
  Primal Path, Rage, Reckless 
  Attack, Relentless Rage, 
  Unarmored Defense
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Brutal Critical, 
  Danger Sense, Extra Attack, 
  Fast Movement, Feral Instinct, 
  Frenzy, Path of the Berserker, 
  Persistent Rage, Primal Path, 
  Rage, Reckless Attack, Relentless 
  Rage, Unarmored Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatclub;
  hide armor;
  light hammer (3x)
  +1 greatclub;
  +1 hide armor;
  light hammer (3x)
  +2 greatclub;
  +2 hide armor;
  light hammer (3x)
  +3 greatclub;
  +3 hide armor;
  light hammer (3x)
  
  630
  NPCs
  Black Market 
  Guard
    The Moss
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Rogue 4
  Rogue 8
  Rogue 12
  Rogue 16
  Size / Aln
  Medium LE 
  Dwarf (Hill)
  Medium LE 
  Dwarf (Hill)
  Medium LE 
  Dwarf (Hill)
  Medium LE 
  Dwarf (Hill)
  HP
  26
  44
  98
  90
  Armor 
  Class
  16
  17
  19
  20
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1) 
  DEX 18 (+6) 
  CON 13 (+1) 
  INT 
  13 (+3) 
  WIS 
  9 
  (-1) 
  CHA 8 
  (-1)
  STR 
  15 (+2) 
  DEX 18 (+7) 
  CON 13 (+1) 
  INT 
  13 (+4) 
  WIS 
  9 
  (-1) 
  CHA 8 
  (-1)
  STR 
  17 (+3) 
  DEX 20 (+9) 
  CON 13 (+1) 
  INT 
  13 (+5) 
  WIS 
  9 
  (-1) 
  CHA 8 
  (-1)
  STR 
  19 (+4) 
  DEX 20 (+10) 
  CON 13 (+1) 
  INT 
  13 (+6) 
  WIS 
  9 
  (-1) 
  CHA 8 
  (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  +4 Thieves’ Tools
  Passive Perception 12
  +6 Thieves’ Tools
  Passive Perception 13
  +8 Thieves’ Tools
  Passive Perception 14
  +10 Thieves’ Tools
  LE; Medium Humanoid (Dwarf)
  
  631
  NPCs
  Special Abilities
  Brewer’s Supplies Proficient with Artisan Brewer’s Supplies.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. 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.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
    Low
    Moderate
    Advanced
    Elite
  Languages Common, Dwarvish
  Attacks
  Melee Dagger +6 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Melee Mace +3 (1d6+1 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +6 (1d8+4); 320 
  ft.’: +6 (1d8+4) 
  Melee Dagger +7 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+4); 60 ft.’: +7 
  (1d4+4) 
  Melee +1 Mace  +6 (1d6+3) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +7 (1d8+4); 320 ft.’: 
  +7 (1d8+4) 
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5) 
  Melee +2 Mace  +9 
  (1d6+5) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +9 (1d8+5); 320 
  ft.’: +9 (1d8+5) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Melee +3 Mace +12 (1d6+7) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +10 (1d8+5); 320 
  ft.’: +10 (1d8+5) 
  Special
  -
  -
  -
  -
  Proficiencies
   Battleaxe, Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, 
  Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Warhammer
  Special 
  Qualities
  Ability Score Increase, 
  Ability Score Increase, 
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant 
  Ability Score Increase, Ability 
  Score Increase, Brewer’s 
  Supplies, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Ability Score Increase, 
  Ability Score Increase, 
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable 
  Talent, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, 
  Uncanny Dodge
  Ability Score Increase, Ability 
  Score Increase, Brewer’s 
  Supplies, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Slippery Mind, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Mace;
  dagger;
  studded leather armor;
  light crossbow;
  crossbow bolts (10x)
  +1 mace;
  dagger;
  +1 studded leather armor;
  light crossbow;
  crossbow bolts (10x)
  +2 mace;
  dagger;
  +2 studded leather 
  armor;
  light crossbow;
  crossbow bolts (10x)
  +3 mace;
  dagger;
  +3 studded leather armor;
  light crossbow;
  crossbow bolts (10x)
  
  632
  NPCs
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  633
  NPCs
  Bladedancer
    Katkalls
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Bard 4
  Bard 8
  Bard 12
  Bard 16
  Size / Aln
  Medium NE 
  Elf (High)
  Medium NE 
  Elf (High)
  Medium NE 
  Elf (High)
  Medium NE 
  Elf (High)
  HP
  31
  43
  79
  93
  Armor 
  Class
  17
  18
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0) 
  DEX 20 (+7) 
  CON 10 (+0) 
  INT 
  14 (+2) 
  WIS 
  7 
  (-2) 
  CHA 15 (+4)
  STR 
  11 (+0) 
  DEX 20 (+8) 
  CON 10 (+0) 
  INT 
  14 (+2) 
  WIS 
  7 
  (-2) 
  CHA 17 (+6)
  STR 
  13 (+1) 
  DEX 20 (+9) 
  CON 10 (+0) 
  INT 
  14 (+2) 
  WIS 
  7 
  (-2) 
  CHA 17 (+7)
  STR 
  15 (+2) 
  DEX 20 (+10) 
  CON 10 (+0) 
  INT 
  14 (+2) 
  WIS 
  7 
  (-2) 
  CHA 17 (+8)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  +2 Bagpipes, Drum, Lute
  Passive Perception 11
  +3 Bagpipes, Drum, Lute
  Passive Perception 16
  +4 Bagpipes, Drum, Lute
  Passive Perception 18
  +5 Bagpipes, Drum, Lute
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger +7 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+5); 60 ft.’: +7 
  (1d4+5) 
  Melee Rapier +7 (1d8+5 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +7 (1d6+5); 120 ft.’: +7 
  (1d6+5) 
  Melee Dagger +8 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+5); 60 ft.’: +8 
  (1d4+5) 
  Melee +1 Rapier +9 (1d8+6) 
  Ranged Shortbow ) --> 30 
  ft.’: +8 (1d6+5); 120 ft.’: +8 
  (1d6+5) 
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5) 
  Melee +2 Rapier +11 
  (1d8+7 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +9 (1d6+5); 120 ft.’: 
  +9 (1d6+5)
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Melee +3 Rapier +13 
  (1d8+8) 
  Ranged Shortbow ) --> 30 
  ft.’: +10 (1d6+5); 120 ft.’: 
  +10 (1d6+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow, 
  Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  NE; Medium Humanoid (Elf)
  
  634
  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. 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.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) 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.
  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 d12. 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 3. You regain any expended uses when you finish a long 
  rest.
  College of Lore Bards of the College of Lore know something about 
  most things, collecting bits of knowledge from sources as diverse as 
  scholarly tomes and peasant tales. Whether singing folk ballads in taverns 
  or elaborate compositions in royal courts, these bards use their gifts to 
  hold audiences spellbound. When the applause dies down, the audience 
  members might find themselves questioning everything they held to 
  be true, from their faith in the priesthood of the local temple to their 
  loyalty to the king. The loyalty of these bards lies in the pursuit of beauty 
  and truth, not in fealty to a monarch or following the tenets of a deity. A 
  noble who keeps such a bard as a herald or advisor knows that the bard 
  would rather be honest than politic. The college’s members gather in 
  libraries and sometimes in actual colleges, complete with classrooms 
  and dormitories, to share their lore with one another. They also meet at 
  festivals or affairs of state, where they can expose corruption, unravel lies, 
  and poke fun at selfimportant figures of authority.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Bard College, 
  Bardic Inspiration, Bonus 
  Proficiencies, Cantrips, 
  College of Lore, Cutting 
  Words, Expertise, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Song of Rest, Spellcasting
  Spellcaster Spell Slots, Ability 
  Score Increase, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Peerless Skill, Song of Rest, 
  Spellcasting
  Spell-
  casting
  Save DC 12; Spell Atk +4
  2nd: enhance ability; 
  invisibility; knock
  1st: charm person; faerie 
  fire; lonstrider; jump
  Save DC 14; Spell Atk +6
  4th: dimension door; 
  freedom of movement; 
  greater invisibility
  3rd: hypnotic pattern; 
  nondetection; stinking cloud
  2nd: enhance ability; 
  invisibility; knock
  1st: charm person; faerie 
  fire; lonstrider; jump
  Save DC 15; Spell Atk +7
  6th: irresistible dance
  5th: mislead; seeming
  4th: dimension door; 
  freedom of movement; 
  greater invisibility
  3rd: hypnotic pattern; 
  nondetection; stinking 
  cloud
  2nd: enhance ability; 
  invisibility; knock
  1st: charm person; faerie 
  fire; lonstrider; jump
  Save DC 16; Spell Atk +8
  8th: power word stun
  7th: teleport
  6th: irresistible dance
  5th: mislead; seeming
  4th: dimension door; 
  freedom of movement; 
  greater invisibility
  3rd: hypnotic pattern; 
  nondetection; stinking cloud
  2nd: enhance ability; 
  invisibility; knock
  1st: charm person; faerie 
  fire; lonstrider; jump
  Equipment
  Rapier;
  dagger;
  studded leather armor;
  shortbow
  arrows (20x)
  +1 rapier;
  dagger;
  +1 studded leather armor;
  shortbow
  arrows (20x)
  +2 rapier;
  dagger;
  +2 studded leather 
  armor;
  shortbow
  arrows (20x)
  +3 rapier;
  dagger;
  +3 studded leather armor;
  shortbow
  arrows (20x)
  
  635
  NPCs
  Countercharm At 6th level, you gain the ability to use musical notes or 
  words of power to disrupt mind-influencing effects. As an action, you can 
  start a performance that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of you have advantage 
  on saving throws against being frightened or charmed. A creature must 
  be able to hear you to gain this benefit. The performance ends early if 
  you are incapacitated or silenced or if you voluntarily end it (no action 
  required).
  Cutting Words Also at 3rd level, you learn how to use your wit to distract, 
  confuse, and otherwise sap the confidence and competence of others. 
  When a creature that you can see within 60 feet of you makes an attack 
  roll, an ability check, or a damage roll, you can use your reaction to 
  expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration 
  die and subtracting the number rolled from the creature’s roll. You can 
  choose to use this feature after the creature makes its roll, but before the 
  DM determines whether the attack roll or ability check succeeds or fails, 
  or before the creature deals its damage. The creature is immune if it can’t 
  hear you or if it’s immune to being charmed.
  Font of Inspiration Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you finish a short or long 
  rest.
  Jack of All Trades Starting at 2nd level, you can add half your proficiency 
  bonus, rounded down, to any ability check you make that doesn’t already 
  include your proficiency bonus.
  Peerless Skill Starting at 14th level, when you make an ability check, you 
  can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die 
  and add the number rolled to your ability check. You can choose to do 
  so after you roil the die for the ability check, but before the DM tells you 
  whether you succeed or fail.
  Song of Rest Beginning at 2nd level, you can use soothing music or 
  oration to help revitalize your wounded allies during a short rest. If you or 
  any friendly creatures who can hear your performance regain hit points at 
  the end of the short rest, each of those creatures regains an extra 1d10 
  hit points. A creature regains the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest.
  
  636
  NPCs
  Bladeranger
    Elven Administration
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Ranger 4
  Ranger 8
  Ranger 12
  Ranger 16
  Size / Aln
  Medium CN 
  Half-Elf
  Medium CN 
  Half-Elf
  Medium CN 
  Half-Elf
  Medium CN 
  Half-Elf
  HP
  18
  43
  79
  116
  Armor 
  Class
  17
  18
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  10 (+2) 
  DEX 20 (+7) 
  CON 10 (+0) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 8 
  (-1)
  STR 
  12 (+4) 
  DEX 20 (+8) 
  CON 10 (+0) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 8 
  (-1)
  STR 
  12 (+5) 
  DEX 20 (+9) 
  CON 12 (+1) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 8 
  (-1)
  STR 
  14 (+7) 
  DEX 20 (+10) 
  CON 12 (+1) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 8 
  (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Passive Perception 15
  Passive Perception 16
  Passive Perception 17
  Languages Common, Dwarvish, Elvish, Goblin
  Attacks
  Ranged Longbow ) --> 150 
  ft.’: +9 (1d8+5); 600 ft.’: +9 
  (1d8+5) 
  Melee Shortsword +7 
  (1d6+5 ) 
  Melee Dagger +7 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+5); 60 ft.’: +7 
  (1d4+5) 
  Ranged +1 Longbow ) --> 
  150 ft.’: +11/+11 (1d8+6); 
  600 ft.’: +11/+11 (1d8+6) 
  Melee Shortsword +8/+8 
  (1d6+5 ) 
  Melee Dagger +8/+8 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Ranged +2 Longbow ) --> 
  150 ft.’: +13/+13 (1d8+7); 
  600 ft.’: +13/+13 (1d8+7) 
  Melee Shortsword +9/+9 
  (1d6+5 ) 
  Melee Dagger +9/+9 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Ranged +3 Longbow ) --> 
  150 ft.’: +15/+15 (1d8+8); 
  600 ft.’: +15/+15 (1d8+8) 
  Melee Shortsword +10/+10 
  (1d6+5 ) 
  Melee Dagger +10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  CN; Medium Humanoid (Half-Elf)
  
  637
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  Escape the Horde Opportunity attacks against you are made with 
  disadvantage.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Giant Killer When a Large or larger creature within 5 feet of you hits 
  or misses you with an attack, you can use your reaction to attack that 
  creature immediately after its attack, provided that you can see the 
  creature.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Explorer You are particularly familiar with one type of natural 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hunter, 
  Hunter’s Prey, Natural 
  Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, Plants, 
  Desert
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Escape 
  the Horde, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, 
  Monstrosities, Plants, 
  Desert, Forest 
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Escape 
  the Horde, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hide 
  in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Multiattack, 
  Natural Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Volley, Archery, 
  Monstrosities, Plants, 
  Coast, Desert, Forest 
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Fey Ancestry, Languages, 
  Skill Versatility, Ability Score 
  Improvement, Defensive 
  Tactics, Escape the Horde, 
  Extra Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Superior Hunter’s 
  Defense, Uncanny Dodge, 
  Vanish, Volley, Archery, 
  Dragons, Monstrosities, 
  Plants, Coast, Desert, Forest
  Spell-
  casting
  Save DC 12; Spell Atk +4
  1st: cure wounds; fog 
  cloud; jump
  Save DC 13; Spell Atk +5
  2nd: barkskin; lesser 
  restoration; silence
  1st: cure wounds; fog cloud; 
  jump; speak with animals
  Save DC 14; Spell Atk +6
  3rd: daylight; plant growth; 
  water breathing
  2nd: barkskin; lesser 
  restoration; silence
  1st: cure wounds; fog 
  cloud; jump; speak with 
  animals
  Save DC 15; Spell Atk +7
  4th: freedom of movement; 
  stoneskin
  3rd: daylight; plant growth; 
  water breathing
  2nd: barkskin; lesser 
  restoration; silence
  1st: cure wounds; fog cloud; 
  jump; speak with animals
  Equipment
  Longbow;
  arrows (20x);
  studded leather armor;
  shortsword;
  dagger
  +1 longbow;
  arrows (20x);
  +1 studded leather armor;
  shortsword;
  dagger
  +2 longbow;
  arrows (20x);
  +2 studded leather 
  armor;
  shortsword;
  dagger
  +3 longbow;
  arrows (20x);
  +3 studded leather armor;
  shortsword;
  dagger
  
  638
  NPCs
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. 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. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Uncanny Dodge When an attacker that you can see hits you with an 
  attack, you can use your reaction to halve the attack’s damage against 
  you.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Volley You can use your action to make a ranged attack against any 
  number of creatures within 10 feet of a point you can see within your 
  weapon’s range. You must have ammunition for each target, as normal, 
  and you make a separate attack roll for each target.
  Archery You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Dragons Advantage on Wisdom (Survival) checks to track Dragons, as 
  well as on Intelligence checks to recall information about them. You also 
  learn one language of your choice that is spoken by your favored enemies, 
  if they speak one at all.
  Monstrosities Advantage on Wisdom (Survival) checks to track 
  Monstrosities, as well as on Intelligence checks to recall information 
  about them. You also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all.
  Plants Advantage on Wisdom (Survival) checks to track Plants, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  
  639
  NPCs
  Blightbringer
    Treekeeper, Dwarven Mining Union
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Druid 4
  Druid 8
  Druid 12
  Druid 16
  Size / Aln
  Medium NE 
  Dwarf (Hill)
  Medium NE 
  Dwarf (Hill)
  Medium NE 
  Dwarf (Hill)
  Medium NE 
  Dwarf (Hill)
  HP
  28
  56
  84
  109
  Armor 
  Class
  13
  14
  15
  16
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2) 
  DEX 8 
  (-1) 
  CON 11 (+0) 
  INT 
  7 
  (+0) 
  WIS 
  20 (+7) 
  CHA 12 (+1)
  STR 
  17 (+3) 
  DEX 8 
  (-1) 
  CON 11 (+0) 
  INT 
  7 
  (+1) 
  WIS 
  20 (+8) 
  CHA 12 (+1)
  STR 
  19 (+4) 
  DEX 8 
  (-1) 
  CON 11 (+0) 
  INT 
  7 
  (+2) 
  WIS 
  20 (+9) 
  CHA 12 (+1)
  STR 
  20 (+5) 
  DEX 9 
  (-1) 
  CON 11 (+0) 
  INT 
  7 
  (+3) 
  WIS 
  20 (+10) 
  CHA 12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  +2 Herbaliskm Kit
  Passive Perception 15
  +3 Herbaliskm Kit
  Passive Perception 15
  +4 Herbaliskm Kit
  Passive Perception 15
  +5 Herbaliskm Kit
  Languages Common, Druidic, Dwarvish
  Attacks
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Spear +4 (1d6+2 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +4 (1d6+2); 60 ft.’: +4 
  (1d6+2) 
  Ranged Sling ) --> 30 ft.’: 
  +1 (1d4-1); 120 ft.’: +1 
  (1d4-1) 
  Melee Dagger +6 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3) 
  Ranged Sling ) --> 30 ft.’: +2 
  (1d4-1); 120 ft.’: +2 (1d4-1) 
  Melee +1 Spear ( +7 
  (1d6+4) 
  Melee +1 Spear 20 ft.’: +7 
  (1d6+4); 60 ft.’: +7 (1d6+4) 
  Melee Dagger +8 (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4) 
  Ranged Sling ) --> 30 ft.’: 
  +3 (1d4-1); 120 ft.’: +3 
  (1d4-1) 
  Melee +2 Spear +10 
  (1d6+6 ) 
  Ranged +2 Spear  20 ft.’: 
  +10 (1d6+6); 60 ft.’: +10 
  (1d6+6) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Ranged Sling ) --> 30 ft.’: +4 
  (1d4-1); 120 ft.’: +4 (1d4-1) 
  Melee +3 Spear  +13 
  (1d6+8) 
  Ranged +3 Spear  20 ft.’: 
  +13 (1d6+8); 60 ft.’: +13 
  (1d6+8)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Club, Dagger, Dart, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear, 
  Warhammer
  NE; Medium Humanoid (Dwarf)
  
  640
  NPCs
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. 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.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Mason’s Tools Proficient with Artisan Mason’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Druidic You know Druidic, the secret language of druids. You can speak 
  the language and use it to leave hidden messages. You and others who 
  know this language automatically spot such a message. Others spot the 
  message’s presence with a successful DC 15 Wisdom (Perception) check 
  but can’t decipher it without magic.
  Land’s Stride Starting at 6th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Recovery Starting at 2nd level, you can regain some of your 
  magical energy by sitting in meditation and communing with nature. 
  During a short rest, you choose expended spell slots to recover. The spell 
  slots can have a combined level that is equal to or less than 8, and none 
  of the slots can be 6th level or higher. You can’t use this feature again 
  until you finish a long rest For example, when you are a 4th-level druid, 
  you can recover up to two levels worth of spell slots. You can recover 
  either a 2nd-level slot or two 1st-level slots.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Natural Recovery, Ritual 
  Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Ritual Casting, 
  Spellcasting, Spellcasting 
  Focus, Wild Shape, Circle of 
  the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Bonus Cantrip, 
  Cantrips, Circle Spells, Druid 
  Circle, Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spell-
  casting
  Save DC 15; Spell Atk +7
  2nd: flame blade; gust of 
  wind; hold person
  1st: entangle; fog cloud; 
  speak with animals; 
  thunderwave
  Save DC 16; Spell Atk +8
  4th: dominate beast; giant 
  insect; ice storm
  3rd: dispel magic; sleet 
  storm; wind wall
  2nd: flame blade; gust of 
  wind; hold person
  1st: entangle; fog cloud; 
  speak with animals; 
  thunderwave
  Save DC 17; Spell Atk +9
  6th: sunbeam
  5th: insect plague; tree 
  stride
  4th: dominate beast; giant 
  insect; ice storm
  3rd: dispel magic; sleet 
  storm; wind wall
  2nd: flame blade; gust of 
  wind; hold person
  1st: entangle; fog cloud; 
  speak with animals; 
  thunderwave
  Save DC 18; Spell Atk +10
  8th: sunburst
  7th: fire storm
  6th: sunbeam
  5th: insect plague; tree stride
  4th: dominate beast; giant 
  insect; ice storm
  3rd: dispel magic; sleet 
  storm; wind wall
  2nd: flame blade; gust of 
  wind; hold person
  1st: entangle; fog cloud; 
  speak with animals; 
  thunderwave
  Equipment
  Dagger;
  hide armor;
  shield;
  sling;
  sling bullets (20x);
  spear
  Dagger;
  +1 hide armor;
  shield;
  sling;
  sling bullets (20x);
  +1 spear
  Dagger;
  +2 hide armor;
  shield;
  sling;
  sling bullets (20x);
  +2 spear
  Dagger;
  +3 hide armor;
  shield;
  sling;
  sling bullets (20x);
  +3 spear
  
  641
  NPCs
  Nature’s Sanctuary When you reach 14th level, creatures of the natural 
  world sense your connection to nature and become hesitant to attack 
  you. When a beast or plant creature attacks you, that creature must 
  make a Wisdom saving throw against your druid spell save DC: 18. On 
  a failed save, the creature must choose a different target, or the attack 
  automatically misses. On a successful save, the creature is immune to 
  this effect for 24 hours. The creature is aware of this effect before it 
  makes its attack against you.
  Nature’s Ward When you reach 10th level, you can’t be charmed or 
  frightened by elementals or fey, and you are immune to poison and 
  disease.
  Ritual Casting You can cast a druid spell as a ritual if that spell has the 
  ritual tag and you have the spell prepared.
  Wild Shape Starting at 2nd level, you can use your action to magically 
  assume the shape of a beast that you have seen before. You can use 
  this feature twice. You regain expended uses when you finish a short or 
  long rest. Your druid level determines the beasts you can transform into. 
  At 2nd level, for example, you can transform into any beast that has a 
  challenge rating of 1/4 or lower that doesn’t have a flying or swimming 
  speed. You can stay in a beast shape for a number of hours equal to 8. 
  You then revert to your normal form unless you expend another use of 
  this feature. You can revert to your normal form earlier by using a bonus 
  action on your turn. You automatically revert if you fall unconscious, drop 
  to 0 hit points, or die. While you are transformed, the following rules 
  apply: Your game statistics are replaced by the statistics of the beast, 
  but you retain your alignment, personality, and Intelligence, Wisdom, 
  and Charisma scores. You also retain all of your skill and saving throw 
  proficiencies, in addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus in its stat block is higher 
  than yours, use the creature’s bonus instead of yours. If the creature has 
  any legendary or lair actions, you can’t use them. When you transform, 
  you assume the beast’s hit points and Hit Dice. When you revert to your 
  normal form, you return to the number of hit points you had before 
  you transformed. However, if you revert as a result of dropping to 0 hit 
  points, any excess damage carries over to your normal form. For example, 
  if you take 10 damage in animal form and have only 1 hit point left, you 
  revert and take 9 damage. As long as the excess damage doesn’t reduce 
  your normal form to 0 hit points, you aren’t knocked unconscious. You 
  can’t cast spells, and your ability to speak or take any action that requires 
  hands is limited to the capabilities of your beast form. Transforming 
  doesn’t break your concentration on a spell you’ve already cast, however, 
  or prevent you from taking actions that are part of a spell, such as call 
  lightning, that you’ve already cast. You retain the benefit of any features 
  from your class, race, or other source and can use them if the new form is 
  physically capable of doing so. However, you can’t use any of your special 
  senses, such as darkvision, unless your new form also has that sense. 
  You choose whether your equipment falls to the ground in your space, 
  merges into your new form, or is worn by it. Worn equipment functions 
  as normal, but the DM decides whether it is practical for the new form to 
  wear a piece of equipment, based on the creature’s shape and size. Your 
  equipment doesn’t change size or shape to match the new form, and any 
  equipment that the new form can’t w ear must either fall to the ground or 
  merge with it. Equipment that merges with the form has no effect until 
  you leave the form.
  Circle of the Land The Circle of the Land is made up of mystics and sages 
  who safeguard ancient knowledge and rites through a vast oral tradition. 
  These druids meet within sacred circles of trees or standing stones to 
  whisper primal secrets in Druidic. The circle’s wisest members preside 
  as the chief priests of communities that hold to the Old Faith and serve 
  as advisors to the rulers of those folk. As a member of this circle, your 
  magic is influenced by the land where you were initiated into the circle’s 
  mysterious rites.
  
  642
  NPCs
  Branchwalker
    Treekeeper
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Druid 4
  Druid 8
  Druid 12
  Druid 16
  Size / Aln
  Medium NG 
  Human
  Medium NG 
  Human
  Medium NG 
  Human
  Medium NG 
  Human
  HP
  22
  40
  45
  71
  Armor 
  Class
  14
  16
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0) 
  DEX 13 (+1) 
  CON 9 
  (-1) 
  INT 
  13 (+3) 
  WIS 
  18 (+6) 
  CHA 13 (+1)
  STR 
  10 (+0) 
  DEX 15 (+2) 
  CON 9 
  (-1) 
  INT 
  13 (+4) 
  WIS 
  18 (+7) 
  CHA 13 (+1)
  STR 
  10 (+0) 
  DEX 17 (+3) 
  CON 9 
  (-1) 
  INT 
  13 (+5) 
  WIS 
  18 (+8) 
  CHA 13 (+1)
  STR 
  10 (+0) 
  DEX 17 (+3) 
  CON 11 (+0) 
  INT 
  13 (+6) 
  WIS 
  18 (+9) 
  CHA 13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  +2 Herbalism Kit
  Passive Perception 14
  +3 Herbalism Kit
  Passive Perception 14
  +4 Herbalism Kit
  Passive Perception 14
  +5 Herbalism Kit
  Languages Common, Druidic, Dwarvish
  Attacks
  Melee Spear +3 (1d6+1 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +3 (1d6+1); 60 ft.’: +3 
  (1d6+1) 
  Ranged Sling ) --> 30 ft.’: 
  +3 (1d4+1); 120 ft.’: +3 
  (1d4+1) 
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Melee +1 Spear +6 (1d6+3 ) 
  Ranged +1 Spear 20 ft.’: +6 
  (1d6+3); 60 ft.’: +6 (1d6+3) 
  Ranged Sling ) --> 30 ft.’: 
  +5 (1d4+2); 120 ft.’: +5 
  (1d4+2) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Melee +2 Spear  +9 
  (1d6+5) 
  Ranged +2 Spear  20 ft.’: 
  +9 (1d6+5); 60 ft.’: +9 
  (1d6+5) 
  Ranged Sling ) --> 30 ft.’: 
  +7 (1d4+3); 120 ft.’: +7 
  (1d4+3) 
  Melee Dagger +7 (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+3); 60 ft.’: 
  +7 (1d4+3) 
  Melee +3 Spear  +11 
  (1d6+6) 
  Ranged +3 Spear  20 ft.’: 
  +11 (1d6+6); 60 ft.’: +11 
  (1d6+6) 
  Ranged Sling ) --> 30 ft.’: 
  +8 (1d4+3); 120 ft.’: +8 
  (1d4+3) 
  Melee Dagger +8 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+3); 60 ft.’: +8 
  (1d4+3) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
  NG; Medium Humanoid (Human)
  
  643
  NPCs
  Special Abilities
  Druidic You know Druidic, the secret language of druids. You can speak 
  the language and use it to leave hidden messages. You and others who 
  know this language automatically spot such a message. Others spot the 
  message’s presence with a successful DC 15 Wisdom (Perception) check 
  but can’t decipher it without magic.
  Land’s Stride Starting at 6th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Recovery Starting at 2nd level, you can regain some of your 
  magical energy by sitting in meditation and communing with nature. 
  During a short rest, you choose expended spell slots to recover. The spell 
  slots can have a combined level that is equal to or less than 8, and none of 
  the slots can be 6th level or higher. You can’t use this feature again until 
  you finish a long rest For example, when you are a 4th-level druid, you can 
  recover up to two levels worth of spell slots. You can recover either a 2nd-
  level slot or two 1st-level slots.
  Nature’s Sanctuary When you reach 14th level, creatures of the natural 
  world sense your connection to nature and become hesitant to attack 
  you. When a beast or plant creature attacks you, that creature must 
  make a Wisdom saving throw against your druid spell save DC: 17. On 
  a failed save, the creature must choose a different target, or the attack 
  automatically misses. On a successful save, the creature is immune to this 
  effect for 24 hours. The creature is aware of this effect before it makes its 
  attack against you.
  Nature’s Ward When you reach 10th level, you can’t be charmed or 
  frightened by elementals or fey, and you are immune to poison and 
  disease.
  Ritual Casting You can cast a druid spell as a ritual if that spell has the 
  ritual tag and you have the spell prepared.
  Wild Shape Starting at 2nd level, you can use your action to magically 
  assume the shape of a beast that you have seen before. You can use 
  this feature twice. You regain expended uses when you finish a short or 
  long rest. Your druid level determines the beasts you can transform into. 
  At 2nd level, for example, you can transform into any beast that has a 
  challenge rating of 1/4 or lower that doesn’t have a flying or swimming 
  speed. You can stay in a beast shape for a number of hours equal to 8. 
  You then revert to your normal form unless you expend another use of 
  this feature. You can revert to your normal form earlier by using a bonus 
  action on your turn. You automatically revert if you fall unconscious, drop 
  to 0 hit points, or die. While you are transformed, the following rules 
  apply: Your game statistics are replaced by the statistics of the beast, 
  but you retain your alignment, personality, and Intelligence, Wisdom, 
  and Charisma scores. You also retain all of your skill and saving throw 
  proficiencies, in addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus in its stat block is higher 
  than yours, use the creature’s bonus instead of yours. If the creature has 
  any legendary or lair actions, you can’t use them. When you transform, 
  you assume the beast’s hit points and Hit Dice. When you revert to your 
  normal form, you return to the number of hit points you had before 
  you transformed. However, if you revert as a result of dropping to 0 hit 
  points, any excess damage carries over to your normal form. For example, 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Natural Recovery, Ritual 
  Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Ritual Casting, 
  Spellcasting, Spellcasting 
  Focus, Wild Shape, Circle of 
  the Land 
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, Ability 
  Score Increase, Languages, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spell-
  casting
  Save DC 14; Spell Atk +6
  2nd: flame blade; lesser 
  restoration; moonbeam
  1st: cure wounds; fog 
  cloud; jump; thunderwave
  Save DC 15; Spell Atk +7
  4th: blight; conjure 
  woodland beings; giant 
  insect
  3rd: conjure animals; speak 
  with plants; water walk
  2nd: flame blade; lesser 
  restoration; moonbeam
  1st: cure wounds; fog cloud; 
  jump; thunderwave
  Save DC 16; Spell Atk +8
  6th: move earth
  5th: contagion; tree stride
  4th: blight; conjure 
  woodland beings; giant 
  insect
  3rd: conjure animals; speak 
  with plants; water walk
  2nd: flame blade; lesser 
  restoration; moonbeam
  1st: cure wounds; fog 
  cloud; jump; thunderwave
  Save DC 17; Spell Atk +9
  8th: feeblemind
  7th: regenerate
  6th: move earth
  5th: contagion; tree stride
  4th: blight; conjure 
  woodland beings; giant 
  insect
  3rd: conjure animals; speak 
  with plants; water walk
  2nd: flame blade; lesser 
  restoration; moonbeam
  1st: cure wounds; fog cloud; 
  jump; thunderwave
  Equipment
  Spear;
  leather armor;
  shield;
  sligh;
  sling bullets (20x);
  dagger
  +1 spear;
  +1 leather armor;
  shield;
  sligh;
  sling bullets (20x);
  dagger
  +2 spear;
  +2 leather armor;
  shield;
  sligh;
  sling bullets (20x);
  dagger
  +3 spear;
  +3 leather armor;
  shield;
  sligh;
  sling bullets (20x);
  dagger
  
  644
  NPCs
  if you take 10 damage in animal form and have only 1 hit point left, you 
  revert and take 9 damage. As long as the excess damage doesn’t reduce 
  your normal form to 0 hit points, you aren’t knocked unconscious. You 
  can’t cast spells, and your ability to speak or take any action that requires 
  hands is limited to the capabilities of your beast form. Transforming 
  doesn’t break your concentration on a spell you’ve already cast, however, 
  or prevent you from taking actions that are part of a spell, such as call 
  lightning, that you’ve already cast. You retain the benefit of any features 
  from your class, race, or other source and can use them if the new form is 
  physically capable of doing so. However, you can’t use any of your special 
  senses, such as darkvision, unless your new form also has that sense. 
  You choose whether your equipment falls to the ground in your space, 
  merges into your new form, or is worn by it. Worn equipment functions 
  as normal, but the DM decides whether it is practical for the new form to 
  wear a piece of equipment, based on the creature’s shape and size. Your 
  equipment doesn’t change size or shape to match the new form, and any 
  equipment that the new form can’t w ear must either fall to the ground or 
  merge with it. Equipment that merges with the form has no effect until 
  you leave the form.
  Circle of the Land The Circle of the Land is made up of mystics and sages 
  who safeguard ancient knowledge and rites through a vast oral tradition. 
  These druids meet within sacred circles of trees or standing stones to 
  whisper primal secrets in Druidic. The circle’s wisest members preside 
  as the chief priests of communities that hold to the Old Faith and serve 
  as advisors to the rulers of those folk. As a member of this circle, your 
  magic is influenced by the land where you were initiated into the circle’s 
  mysterious rites.
  
  645
  NPCs
  Cataclyst
    Thornpriest
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Sorcerer 4
  Sorcerer 8
  Sorcerer 12
  Sorcerer 16
  Size / Aln
  Small LE 
  Halfling (Lightfoot)
  Small LE 
  Halfling (Lightfoot)
  Small LE 
  Halfling (Lightfoot)
  Small LE 
  Halfling (Lightfoot)
  HP
  22
  44
  58
  90
  Armor 
  Class
  15
  17
  18
  18
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’; Fly 25’
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0) 
  DEX 14 (+2) 
  CON 10 (+2) 
  INT 
  7 
  (-2) 
  WIS 
  15 (+2) 
  CHA 17 (+5)
  STR 
  8 
  (-1) 
  DEX 18 (+4) 
  CON 10 (+3) 
  INT 
  7 
  (-2) 
  WIS 
  15 (+2) 
  CHA 17 (+6)
  STR 
  8 
  (-1) 
  DEX 20 (+5) 
  CON 10 (+4) 
  INT 
  7 
  (-2) 
  WIS 
  15 (+2) 
  CHA 17 (+7)
  STR 
  8 
  (-1) 
  DEX 20 (+5) 
  CON 12 (+6) 
  INT 
  7 
  (-2) 
  WIS 
  15 (+2) 
  CHA 17 (+8)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Passive Perception 12
  Passive Perception 12
  Passive Perception 12
  Languages Common, Draconic, Halfling
  Attacks
  Ranged Dart (Small) ) --> 20 
  ft.’: -2 (1d4+2); 80 ft.’: -2 
  (1d4+2) 
  Melee Dagger (Small) +4 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 
  (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Ranged Dart (Small) ) --> 20 
  ft.’: +1 (1d4+4); 80 ft.’: +1 
  (1d4+4) 
  Melee +1 Dagger +8 
  (1d4+5) 
  Ranged +1 Dagger 20 ft.’: 
  +8 (1d4+5); 60 ft.’: +8 
  (1d4+5)
  Ranged Dart (Small) ) --> 
  20 ft.’: +3 (1d4+5); 80 ft.’: 
  +3 (1d4+5) 
  Melee +2 Dagger  +11 
  (1d4+7 ) 
  Ranged +2 Dagger  20 ft.’: 
  +11 (1d4+7); 60 ft.’: +11 
  (1d4+7) 
  Ranged Dart (Small) ) --> 20 
  ft.’: +4 (1d4+5); 80 ft.’: +4 
  (1d4+5) 
  Melee +3 Dagger  +13 
  (1d4+8 ) 
  Ranged +3 Dagger  20 ft.’: 
  +13 (1d4+8); 60 ft.’: +13 
  (1d4+8) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  LE; Small Humanoid (Halfling)
  
  646
  NPCs
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Careful Spell When you cast a spell that forces other creatures to make a 
  saving throw, you can protect some of those creatures from the spell’s 
  full force. To do so, you spend 1 sorcery point and choose a number of 
  those creatures up to 3. A chosen creature automatically succeeds on its 
  saving throw against the spell.
  Creating Spell Slots Spell Slot Level-Sorcery Point Cost: 1st-2; 2nd-3; 
  3rd-5; 4th-6; 5th-7. Converting a Spell Slot to Sorcery Points. As a bonus 
  action on your turn, you can expend one spell slot and gain a number of 
  sorcery points equal to the slot’s level.
  Distant Spell When you cast a spell that has a range of 5 feet or greater, 
  you can spend 1 sorcery point to double the range of the spell. When you 
  cast a spell that has a range of touch, you can spend 1 sorcery point to 
  make the range of the spell 30 feet.
  Draconic Bloodline Your innate magic comes from draconic magic that 
  was mingled with your blood or that of your ancestors. Most often, 
  sorcerers with this origin trace their descent back to a mighty sorcerer of 
  ancient times who made a bargain with a dragon or who might even have 
  claimed a dragon parent. Some of these bloodlines are well established 
  in the world, but most are obscure. Any given sorcerer could be the 
  first of a new bloodline, as a result of a pact or some other exceptional 
  circumstance. You can speak, read, and write Draconic. Additionally, 
  whenever you make a Charisma check when interacting with dragons, 
  your proficiency bonus is doubled if it applies to the check.
  Draconic Resilience As magic flows through your body, it causes physical 
  traits of your dragon ancestors to emerge. At 1st level, your hit point 
  maximum increases by 1 and increases by 1 again whenever you gain a 
  level in this class. Additionally, parts of your skin are covered by a thin 
  sheen of dragon-like scales. When you aren’t wearing armor, your AC 
  equals 13 + your Dexterity modifier.
  Dragon Ancestor At 1st level, you choose one type of dragon as your 
  ancestor. The damage type associated with each dragon is used by 
  features you gain later. Copper, Damage Type Acid. You can speak, read, 
  and write Draconic. Additionally, whenever you make a Charisma check 
  when interacting with dragons, your proficiency bonus is doubled if it 
  applies to the check.
  Dragon Wings At 14th level, you gain the ability to sprout a pair of 
  dragon wings from your back, gaining a flying speed equal to your current 
  speed. You can create these wings as a bonus action on your turn. They 
  last until you dismiss them as a bonus action on your turn. You can’t 
  manifest your wings while wearing armor unless the armor is made to 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cantrips, 
  Careful Spell, Creating 
  Spell Slots, Distant Spell, 
  Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Flexible Casting, 
  Font of Magic, Metamagic, 
  Sorcerous Origin, Sorcery 
  Points, Spell Casting 
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cantrips, 
  Careful Spell, Creating Spell 
  Slots, Distant Spell, Draconic 
  Bloodline, Draconic 
  Resilience, Dragon Ancestor, 
  Elemental Affinity, Flexible 
  Casting, Font of Magic, 
  Metamagic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cantrips, 
  Careful Spell, Creating 
  Spell Slots, Distant Spell, 
  Draconic Bloodline, 
  Draconic Resilience, 
  Dragon Ancestor, Elemental 
  Affinity, Flexible Casting, 
  Font of Magic, Metamagic, 
  Quickened Spell, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cantrips, 
  Careful Spell, Creating 
  Spell Slots, Distant Spell, 
  Draconic Bloodline, Draconic 
  Resilience, Dragon Ancestor, 
  Dragon Wings, Elemental 
  Affinity, Flexible Casting, 
  Font of Magic, Metamagic, 
  Quickened Spell, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting
  Spell-
  casting
  Save DC 13; Spell Atk +5
  2nd: blur; invisibility; 
  scorching ray
  1st: charm person; color 
  spray; fog cloud; magic 
  missile
  Save DC 14; Spell Atk +6
  4th: dimension door; 
  dominate beast; ice storm
  3rd: fireball; haste; lightning 
  bolt
  2nd: blur; invisibility; 
  scorching ray
  1st: charm person; color 
  spray; fog cloud; magic 
  missile
  Save DC 15; Spell Atk +7
  6th: chain lightning
  5th: cloudkill; cone of cold
  4th: dimension door; 
  dominate beast; ice storm
  3rd: fireball; haste; lightning 
  bolt
  2nd: blur; invisibility; 
  scorching ray
  1st: charm person; color 
  spray; fog cloud; magic 
  missile
  Save DC 16; Spell Atk +8
  8th: incendiary cloud
  7th: prismatic spray
  6th: chain lightning
  5th: cloudkill; cone of cold
  4th: dimension door; 
  dominate beast; ice storm
  3rd: fireball; haste; lightning 
  bolt
  2nd: blur; invisibility; 
  scorching ray
  1st: charm person; color 
  spray; fog cloud; magic 
  missile
  Equipment
  Dart (small, 4x);
  dagger (small)
  Dart (small, 4x);
  +1 dagger (small)
  Dart (small, 4x);
  +2 dagger (small)
  Dart (small, 4x);
  +3 dagger (small)
  
  647
  NPCs
  accommodate them, and clothing not made to accommodate your wings 
  might be destroyed when you manifest them.
  Elemental Affinity Starting at 6th level, when you cast a spell that deals 
  damage of the type associated with your draconic ancestry, add 3 to 
  that damage. At the same time, you can spend 1 sorcery point to gain 
  resistance to that damage type for 1 hour. The damage bonus applies to 
  one damage roll of a spell, not multiple rolls.
  Flexible Casting You can use your sorcery points to gain additional spell 
  slots, or sacrifice spell slots to gain additional sorcery points. You learn 
  other ways to use your sorcery points as you reach higher levels. Creating 
  Spell Slots. You can transform unexpended sorcery points into one spell 
  slot as a bonus action on your turn. The Creating Spell Slots table shows 
  the cost of creating a spell slot of a given level. You can create spell slots 
  no higher in level than 5th. The created spell slots vanish at the end of a 
  long rest.
  Font of Magic At 2nd level, you tap into a deep wellspring of magic within 
  yourself. This wellspring is represented by sorcery points, which allow you 
  to create a variety of magical effects.
  Quickened Spell When you cast a spell that has a casting time of 1 action, 
  you can spend 2 sorcery points to change the casting time to 1 bonus 
  action for this casting.
  Sorcery Points You have 16 sorcery points. You can never have more 
  sorcery points than 16 at once. You regain all spent sorcery points when 
  you finish a long rest.
  
  648
  NPCs
  Changemaiden
    Thornpriest
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Wizard 4
  Wizard 8
  Wizard 12
  Wizard 16
  Size / Aln
  Medium LN 
  Elf (High)
  Medium LN 
  Elf (High)
  Medium LN 
  Elf (High)
  Medium LN 
  Elf (High)
  HP
  17
  27
  36
  49
  Armor 
  Class
  14
  15
  16
  7
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  7 
  (-2) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  20 (+7) 
  WIS 
  12 (+3) 
  CHA 15 (+2)
  STR 
  7 
  (-2) 
  DEX 15 (+2) 
  CON 10 (+0) 
  INT 
  20 (+8) 
  WIS 
  12 (+4) 
  CHA 15 (+2)
  STR 
  7 
  (-2) 
  DEX 17 (+3) 
  CON 10 (+0) 
  INT 
  20 (+9) 
  WIS 
  12 (+5) 
  CHA 15 (+2)
  STR 
  7 
  (-2) 
  DEX 19 (+4) 
  CON 10 (+0) 
  INT 
  20 (+10) 
  WIS 
  12 (+6) 
  CHA 15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  Passive Perception 14
  Passive Perception 15
  Passive Perception 16
  Languages Common, Dwarvish, Elvish
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -3 (1d8+1); 320 
  ft.’: -3 (1d8+1) 
  Melee Dagger +3 (1d4+1 ) 
  Ranged *Dagger (Thrown) 
  20 ft.’: +3 (1d4+1); 60 ft.’: 
  +3 (1d4+1) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Ranged +1 Crossbow, Light ) 
  --> 80 ft.’: +0 (1d8+3); 320 
  ft.’: +0 (1d8+3) 
  Melee Dagger +7 (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+3); 60 ft.’: 
  +7 (1d4+3) 
  Ranged +2 Crossbow, Light 
  ) --> 80 ft.’: +3 (1d8+5); 
  320 ft.’: +3 (1d8+5)
  Melee Dagger +9 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4) 
  Ranged +3 Crossbow, Light ) 
  --> 80 ft.’: +6 (1d8+7); 320 
  ft.’: +6 (1d8+7) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Longbow, Longsword, Quarterstaff, Shortbow, Shortsword, Sling
  LN; Medium Humanoid (Elf)
  
  649
  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. 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.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) 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.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 8, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 
  2nd-level spell slot or two 1st-level spell slots.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellbook, Spellcasting
  Spell-
  casting
  Save DC 15; Spell Atk +7
  2nd: alter self; hold 
  person; invisibility; ray of 
  enfeeblement
  1st: charm person; color 
  psray; disguise self; hideous 
  laughter
  Save DC 16; Spell Atk +8
  4th: confusion; dimension 
  door; polymorph
  3rd: fear; hypnotic pattern; 
  vampiric touch
  2nd: alter self; hold 
  person; invisibility; ray of 
  enfeeblement
  1st: charm person; color 
  psray; disguise self; hideous 
  laughter
  Save DC 17; Spell Atk +9
  6th: flesh to stone
  5th: dominate person; 
  seeming
  4th: confusion; dimension 
  door; polymorph
  3rd: fear; hypnotic pattern; 
  vampiric touch
  2nd: alter self; hold 
  person; invisibility; ray of 
  enfeeblement
  1st: charm person; color 
  psray; disguise self; hideous 
  laughter
  Save DC 18; Spell Atk +10
  8th: dominate monster
  7th: forcecage
  6th: flesh to stone
  5th: dominate person; 
  seeming
  4th: confusion; dimension 
  door; polymorph
  3rd: fear; hypnotic pattern; 
  vampiric touch
  2nd: alter self; hold 
  person; invisibility; ray of 
  enfeeblement
  1st: charm person; color 
  psray; disguise self; hideous 
  laughter
  Equipment
  Light crossbow;
  crossbow bolts (10x);
  dagger
  +1 light crossbow;
  crossbow bolts (10x);
  dagger
  +2 light crossbow;
  crossbow bolts (10x);
  dagger
  +3 light crossbow;
  crossbow bolts (10x);
  dagger
  
  650
  NPCs
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  
  651
  NPCs
  Earthwalker
    Mace & Blade
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Fighter 4
  Fighter 8
  Fighter 12
  Fighter 16
  Size / Aln
  Medium CE 
  Half-Orc
  Medium CE 
  Half-Orc
  Medium CE 
  Half-Orc
  Medium CE 
  Half-Orc
  HP
  28
  52
  91
  142
  Armor 
  Class
  13
  15
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  18 (+6) 
  DEX 13 (+1) 
  CON 10 (+2) 
  INT 
  8 
  (-1) 
  WIS 
  15 (+2) 
  CHA 10 (+0)
  STR 
  20 (+8) 
  DEX 15 (+2) 
  CON 10 (+3) 
  INT 
  8 
  (-1) 
  WIS 
  15 (+2) 
  CHA 10 (+0)
  STR 
  20 (+9) 
  DEX 15 (+2) 
  CON 12 (+5) 
  INT 
  8 
  (-1) 
  WIS 
  15 (+2) 
  CHA 10 (+0)
  STR 
  20 (+10) 
  DEX 17 (+3) 
  CON 14 (+7) 
  INT 
  8 
  (-1) 
  WIS 
  15 (+2) 
  CHA 10 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Passive Perception 12
  Passive Perception 12
  Passive Perception 12
  Languages Common, Orc
  Attacks
  Melee Greataxe +6 
  (1d12+4)
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +3 (1d10+1); 
  400 ft.’: +3 (1d10+1) 
  Melee Handaxe +6 (1d6+4 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +6 (1d6+4); 60 ft.’: 
  +6 (1d6+4) 
  Melee +1 Greataxe +9/+9 
  (1d12+6)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +5/+5 
  (1d10+2); 400 ft.’: +5/+5 
  (1d10+2) 
  Melee Handaxe +8/+8 
  (1d6+5 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +8/+8 (1d6+5); 60 
  ft.’: +8/+8 (1d6+5) 
  Melee +2 Greataxe 
  +11/+11/+11 (1d12+7) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6/+6 
  (1d10+2); 400 ft.’: 
  +6/+6/+6 (1d10+2) 
  Melee Handaxe +9/+9/+9 
  (1d6+5 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +9/+9/+9 (1d6+5); 
  60 ft.’: +9/+9/+9 (1d6+5) 
  Melee +3 Greataxe 
  +13/+13/+13 (1d12+8)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +8/+8/+8 
  (1d10+3); 400 ft.’: 
  +8/+8/+8 (1d10+3) 
  Melee Handaxe 
  +10/+10/+10 (1d6+5 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +10/+10/+10 
  (1d6+5); 60 ft.’: 
  +10/+10/+10 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  CE; Medium Humanoid (Half-Orc)
  
  652
  NPCs
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. 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.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Great 
  Weapon Fighting
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, Great 
  Weapon Fighting
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Great Weapon 
  Fighting
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Defense, 
  Great Weapon Fighting
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greataxe;
  hide armor;
  heavy crossbow;
  crossbow bolts (10x);
  handaxes (3x)
  +1 greataxe;
  +1 hide armor;
  heavy crossbow;
  crossbow bolts (10x);
  handaxes (3x)
  +2 greataxe;
  +2 hide armor;
  heavy crossbow;
  crossbow bolts (10x);
  handaxes (3x)
  +3 greataxe;
  +3 hide armor;
  heavy crossbow;
  crossbow bolts (10x);
  handaxes (3x)
  
  653
  NPCs
  Elite Council 
  Guard
    Enclave Security
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Paladin 4
  Paladin 8
  Paladin 12
  Paladin 16
  Size / Aln
  Medium LG 
  Half-Elf
  Medium LG 
  Half-Elf
  Medium LG 
  Half-Elf
  Medium LG 
  Half-Elf
  HP
  23
  40
  62
  85
  Armor 
  Class
  14
  20
  21
  22
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3) 
  DEX 14 (+2) 
  CON 10 (+0) 
  INT 
  8 
  (-1) 
  WIS 
  8 
  (+1) 
  CHA 18 (+6)
  STR 
  19 (+4) 
  DEX 14 (+2) 
  CON 10 (+0) 
  INT 
  8 
  (-1) 
  WIS 
  8 
  (+2) 
  CHA 18 (+7)
  STR 
  20 (+5) 
  DEX 15 (+2) 
  CON 10 (+0) 
  INT 
  8 
  (-1) 
  WIS 
  8 
  (+3) 
  CHA 18 (+8)
  STR 
  20 (+5) 
  DEX 17 (+3) 
  CON 10 (+0) 
  INT 
  8 
  (-1) 
  WIS 
  8 
  (+4) 
  CHA 18 (+9)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  LG; Medium Humanoid (Half-Elf)
  
  654
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  Aura of Courage Starting at 10th level, you and friendly creatures within 
  10 feet of you can’t be frightened while you are conscious.
  Aura of Devotion Starting at 7th level, you and friendly creatures within 
  10 feet of you can’t be charmed while you are conscious.
  Aura of Protection Starting at 6th level, whenever you or a friendly 
  creature within 10 feet of you must make a saving throw, the creature 
  gains a bonus to the saving throw equal to 4. You must be conscious to 
  grant this bonus.
  Channel Divinity Your oath allows you to channel divine energy to fuel 
  magical effects. Each Channel Divinity option provided by your oath 
  explains how to use it. When you use your Channel Divinity, you choose 
  which option to use. You must then finish a short or long rest to use 
  your Channel Divinity again. Some Channel Divinity effects require saving 
  throws. When you use such an effect from this class, the DC equals your 
  paladin spell save DC.
  Cleansing Touch Beginning at 14th level, you can use your action to end 
  one spell on yourself or on one willing creature that you touch. You can 
    Low
    Moderate
    Advanced
    Elite
  Senses
  Passive Perception 9
  Armor - Disad on Stealth
  Passive Perception 9
  Armor - Disad on Stealth
  Passive Perception 9
  Armor - Disad on Stealth
  Passive Perception 9
  Armor - Disad on Stealth
  Languages Common, Elvish, Giant
  Attacks
  Melee Longsword +5 
  (1d8+5 ) 
  Melee Dagger +5 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee +1 Longsword +8/+8 
  (1d8+7 ) 
  Melee Dagger +7/+7 
  (1d4+6) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4) 
  Melee +2 Longsword 
  +11/+11 (1d8+9 )
  Melee Dagger +9/+9 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Melee +3 Longsword 
  +13/+13 (1d8+10)
  Melee Dagger +10/+10 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Channel Divinity, Divine 
  Health, Divine Sense, Divine 
  Smite, Fighting Style, Lay on 
  Hands, Oath of Devotion, 
  Oath Spells, Sacred 
  Oath, Sacred Weapon, 
  Spellcasting, Spellcasting 
  Focus, Turn the Unholy, 
  Dueling
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Aura of Devotion, Aura of 
  Protection, Channel Divinity, 
  Divine Health, Divine Sense, 
  Divine Smite, Extra Attack, 
  Fighting Style, Lay on Hands, 
  Oath of Devotion, Oath 
  Spells, Sacred Oath, Sacred 
  Weapon, Spellcasting, 
  Spellcasting Focus, Turn the 
  Unholy, Dueling
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Aura of Courage, Aura 
  of Devotion, Aura of 
  Protection, Channel 
  Divinity, Divine Health, 
  Divine Sense, Divine Smite, 
  Extra Attack, Fighting 
  Style, Improved Divine 
  Smite, Lay on Hands, 
  Oath of Devotion, Oath 
  Spells, Sacred Oath, Sacred 
  Weapon, Spellcasting, 
  Spellcasting Focus, Turn the 
  Unholy, Dueling
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Fey Ancestry, Languages, 
  Skill Versatility, Ability 
  Score Improvement, Aura of 
  Courage, Aura of Devotion, 
  Aura of Protection, Channel 
  Divinity, Cleansing Touch, 
  Divine Health, Divine Sense, 
  Divine Smite, Extra Attack, 
  Fighting Style, Improved 
  Divine Smite, Lay on Hands, 
  Oath of Devotion, Oath 
  Spells, Purity of Spirit, Sacred 
  Oath, Sacred Weapon, 
  Spellcasting, Spellcasting 
  Focus, Turn the Unholy, 
  Dueling
  Spell-
  casting
  Save DC 14; Spell Atk +6
  1st: bless; command; cure 
  wounds
  Save DC 15; Spell Atk +7
  2nd: aid; lesser restoration; 
  zone of truth
  1st: bless; command; cure 
  wounds; divine favor
  Save DC 16; Spell Atk +8
  3rd: dispel magic; magic 
  circle; revivify
  2nd: aid; lesser restoration; 
  zone of truth
  1st: bless; command; cure 
  wounds; divine favor
  Save DC 17; Spell Atk +9
  4th: death ward; locate 
  creature
  3rd: dispel magic; magic 
  circle; revivify
  2nd: aid; lesser restoration; 
  zone of truth
  1st: bless; command; cure 
  wounds; divine favor
  Equipment
  Longsword;
  half-plate armor;
  shield;
  dagger
  +1 longsword;
  +1 half-plate armor;
  shield;
  dagger
  +2 longsword;
  +2 half-plate armor;
  shield;
  dagger
  +3 longsword;
  +3 half-plate armor;
  shield;
  dagger
  
  655
  NPCs
  use this feature 4 times. You regain expended uses when you finish a 
  long rest.
  Divine Health By 3rd level, the divine magic flowing through you makes 
  you immune to disease.
  Divine Sense The presence of strong evil registers on your senses like a 
  noxious odor, and powerful good rings like heavenly music in your ears. 
  As an action, you can open your awareness to detect such forces. Until 
  the end of your next turn, you know the location of any celestial, fiend, or 
  undead within 60 feet of you that is not behind total cover. You know the 
  type (celestial, fiend, or undead) of any being whose presence you sense, 
  but not its identity (the vampire Count Strahd von Zarovich, for instance). 
  Within the same radius, you also detect the presence of any place or 
  object that has been consecrated or desecrated, as with the hallow spell. 
  You can use this feature 5 times. When you finish a long rest, you regain 
  all expended uses.
  Divine Smite Starting at 2nd level, when you hit a creature with a melee 
  weapon attack, you can expend one spell slot to deal radiant damage to 
  the target, in addition to the weapon’s damage. The extra damage is 2d8 
  for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a 
  maximum of 5d8. The damage increases by 1d8 if the target is an undead 
  or a fiend.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Improved Divine Smite By 11th level, you are so suffused with righteous 
  might that all your melee weapon strikes carry divine power with them. 
  Whenever you hit a creature with a melee weapon, the creature takes 
  an extra 1d8 radiant damage. If you also use your Divine Smite with an 
  attack, you add this damage to the extra damage of your Divine Smite.
  Lay on Hands Your blessed touch can heal wounds. You have a pool 
  of healing power that replenishes when you take a long rest. With that 
  pool, you can restore a total number of hit points equal to 80. As an 
  action, you can touch a creature and draw power from the pool to restore 
  a number of hit points to that creature, up to the maximum amount 
  remaining in your pool. Alternatively, you can expend 5 hit points from 
  your pool of healing to cure the target of one disease or neutralize 
  one poison affecting it. You can cure multiple diseases and neutralize 
  multiple poisons with a single use of Lay on Hands, expending hit 
  points separately for each one. This feature has no effect on undead and 
  constructs.
  Oath of Devotion The Oath of Devotion binds a paladin to the loftiest 
  ideals of justice, virtue, and order. Sometimes called cavaliers, white 
  knights, or holy warriors, these paladins meet the ideal of the knight in 
  shining armor, acting with honor in pursuit of justice and the greater 
  good. They hold themselves to the highest standards of conduct, 
  and some, for better or worse, hold the rest of the world to the same 
  standards. Many who swear this oath are devoted to gods of law and 
  good and use their gods’ tenets as the measure of their devotion. They 
  hold angels-the perfect servants of good-as their ideals, and incorporate 
  images of angelic wings into their helmets or coats of arms.
  Purity of Spirit Beginning at 15th level, you are always under the effects 
  of a protection from evil and good spell.
  Sacred Weapon As an action, you can imbue one weapon that you are 
  holding with positive energy, using your Channel Divinity. For 1 minute, 
  you add +4 to attack rolls made with that weapon. The weapon also emits 
  bright light in a 20-foot radius and dim light 20 feet beyond that. If the 
  weapon is not already magical, it becomes magical for the duration. You 
  can end this effect on your turn as part of any other action. If you are no 
  longer holding or carrying this weapon, or if you fall unconscious, this 
  effect ends.
  Turn the Unholy As an action, you present your holy symbol and speak 
  a prayer censuring fiends and undead, using your Channel Divinity. Each 
  fiend or undead that can see or hear you within 30 feet of you must make 
  a Wisdom saving throw. If the creature fails its saving throw, it is turned 
  for 1 minute or until it takes damage. A turned creature must spend its 
  turns trying to move as far away from you as it can, and it can’t willingly 
  move to a space within 30 feet of you. It also can’t take reactions. For its 
  action, it can use only the Dash action or try to escape from an effect that 
  prevents it from moving. If there’s nowhere to move, the creature can use 
  the Dodge action.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  
  656
  NPCs
  Enclave Elite 
  Guard
    Enclave Security
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Fighter 4
  Fighter 8
  Fighter 12
  Fighter 16
  Size / Aln
  Medium LN 
  Elf (High)
  Medium LN 
  Elf (High)
  Medium LN 
  Elf (High)
  Medium LN 
  Elf (High)
  HP
  17
  47
  74
  132
  Armor 
  Class
  19
  20
  21
  22
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  18 (+6) 
  DEX 17 (+3) 
  CON 11 (+2) 
  INT 
  11 (+0) 
  WIS 
  9 
  (-1) 
  CHA 12 (+1)
  STR 
  20 (+8) 
  DEX 17 (+3) 
  CON 11 (+4) 
  INT 
  11 (+0) 
  WIS 
  9 
  (-1) 
  CHA 12 (+1)
  STR 
  20 (+9) 
  DEX 19 (+4) 
  CON 13 (+5) 
  INT 
  11 (+0) 
  WIS 
  9 
  (-1) 
  CHA 12 (+1)
  STR 
  20 (+10) 
  DEX 19 (+4) 
  CON 17 (+8) 
  INT 
  11 (+0) 
  WIS 
  9 
  (-1) 
  CHA 12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  LN; Medium Humanoid (Elf)
  
  657
  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. 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.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, 
  remaining semiconscious, for 4 hours a day. (The Common word for such 
  meditation is “trance.”) 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.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only 
  once on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
    Low
    Moderate
    Advanced
    Elite
  Senses
  Passive Perception 11
  Armor - Disad on Stealth
  Passive Perception 12
  Armor - Disad on Stealth
  Passive Perception 13
  Armor - Disad on Stealth
  Passive Perception 14
  Armor - Disad on Stealth
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Flail +6 (1d8+4 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +5 (1d6+3); 120 ft.’: +5 
  (1d6+3) 
  Melee Dagger +6 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Melee +1 Flail +9/+9 
  (1d8+6) 
  Ranged Shortbow ) --> 30 
  ft.’: +6/+6 (1d6+3); 120 ft.’: 
  +6/+6 (1d6+3) 
  Melee Dagger +8/+8 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Melee +2 Flail 
  +11/+11/+11 (1d8+9 )
  Ranged Shortbow ) --> 30 
  ft.’: +8/+8/+8 (1d6+4); 
  120 ft.’: +8/+8/+8 (1d6+4) 
  Melee Dagger +9/+9/+9 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9/+9 (1d4+5); 
  60 ft.’: +9/+9/+9 (1d4+5) 
  Melee +3 Flail +13/+13/+13 
  (1d8+10 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +9/+9/+9 (1d6+4); 120 
  ft.’: +9/+9/+9 (1d6+4) 
  Melee Dagger +10/+10/+10 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  Special 
  Qualities
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Champion, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Protection
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, Action 
  Surge, Champion, Extra 
  Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Protection
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Dueling, 
  Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Flail;
  half-plate armor;
  shield;
  shortbow;
  arrows (20x);
  dagger
  +1 flail;
  +1 half-plate armor;
  shield;
  shortbow;
  arrows (20x);
  dagger
  +2 flail;
  +2 half-plate armor;
  shield;
  shortbow;
  arrows (20x);
  dagger
  +3 flail;
  +3 half-plate armor;
  shield;
  shortbow;
  arrows (20x);
  dagger
  
  658
  NPCs
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  659
  NPCs
  Enclave Guard
    Enclave Security
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Paladin 4
  Paladin 8
  Paladin 12
  Paladin 16
  Size / Aln
  Medium LG 
  Elf (High)
  Medium LG 
  Elf (High)
  Medium LG 
  Elf (High)
  Medium LG 
  Elf (High)
  HP
  16
  44
  72
  99
  Armor 
  Class
  18
  19
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2) 
  DEX 10 (+0) 
  CON 13 (+1) 
  INT 
  13 (+1) 
  WIS 
  10 (+2) 
  CHA 15 (+4)
  STR 
  17 (+3) 
  DEX 10 (+0) 
  CON 13 (+1) 
  INT 
  13 (+1) 
  WIS 
  10 (+3) 
  CHA 15 (+5)
  STR 
  19 (+4) 
  DEX 10 (+0) 
  CON 13 (+1) 
  INT 
  13 (+1) 
  WIS 
  10 (+4) 
  CHA 15 (+6)
  STR 
  20 (+5) 
  DEX 11 (+0) 
  CON 13 (+1) 
  INT 
  13 (+1) 
  WIS 
  10 (+5) 
  CHA 15 (+7)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Armor - Disad on Stealth
  Passive Perception 13
  Armor - Disad on Stealth
  Passive Perception 14
  Armor - Disad on Stealth
  Passive Perception 15
  Armor - Disad on Stealth
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Flail +4 (1d8+4 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +2 (1d8); 320 
  ft.’: +2 (1d8) 
  Melee Dagger +4 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee +1 Flail +7/+7 
  (1d8+6) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +3/+3 (1d8); 320 
  ft.’: +3/+3 (1d8) 
  Melee Dagger +6/+6 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3) 
  Melee +2 Flail +10/+10 
  (1d8+8 ) 
  Ranged Crossbow, Light 
  ) --> 80 ft.’: +4/+4 (1d8); 
  320 ft.’: +4/+4 (1d8) 
  Melee Dagger +8/+8 
  (1d4+6 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8/+8 (1d4+4); 60 
  ft.’: +8/+8 (1d4+4) 
  Melee +3 Flail +13/+13 
  (1d8+10 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +5/+5 (1d8); 320 ft.’: 
  +5/+5 (1d8) 
  Melee Dagger +10/+10 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  LG; Medium Humanoid (Elf)
  
  660
  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. 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.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) 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.
  Aura of Courage Starting at 10th level, you and friendly creatures within 
  10 feet of you can’t be frightened while you are conscious.
  Aura of Devotion Starting at 7th level, you and friendly creatures within 
  10 feet of you can’t be charmed while you are conscious.
  Aura of Protection Starting at 6th level, whenever you or a friendly 
  creature within 10 feet of you must make a saving throw, the creature 
  gains a bonus to the saving throw equal to 2. You must be conscious to 
  grant this bonus.
  Channel Divinity Your oath allows you to channel divine energy to fuel 
  magical effects. Each Channel Divinity option provided by your oath 
  explains how to use it. When you use your Channel Divinity, you choose 
  which option to use. You must then finish a short or long rest to use 
  your Channel Divinity again. Some Channel Divinity effects require saving 
  throws. When you use such an effect from this class, the DC equals your 
  paladin spell save DC.
  Cleansing Touch Beginning at 14th level, you can use your action to end 
  one spell on yourself or on one willing creature that you touch. You can 
  use this feature 2 times. You regain expended uses when you finish a 
  long rest.
  Divine Health By 3rd level, the divine magic flowing through you makes 
  you immune to disease.
  Divine Sense The presence of strong evil registers on your senses like a 
  noxious odor, and powerful good rings like heavenly music in your ears. 
  As an action, you can open your awareness to detect such forces. Until 
  the end of your next turn, you know the location of any celestial, fiend, or 
  undead within 60 feet of you that is not behind total cover. You know the 
  type (celestial, fiend, or undead) of any being whose presence you sense, 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Divine Sense, Divine 
  Smite, Fighting Style, Lay 
  on Hands, Spellcasting, 
  Spellcasting Focus, Dueling
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, Aura of 
  Protection, Channel Divinity, 
  Divine Health, Divine Sense, 
  Divine Smite, Extra Attack, 
  Fighting Style, Lay on Hands, 
  Oath of Devotion, Oath 
  Spells, Sacred Oath, Sacred 
  Weapon, Spellcasting, 
  Spellcasting Focus, Turn the 
  Unholy, Dueling
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Aura of 
  Courage, Aura of Devotion, 
  Aura of Protection, Channel 
  Divinity, Divine Health, 
  Divine Sense, Divine Smite, 
  Extra Attack, Fighting 
  Style, Lay on Hands, Oath 
  of Devotion, Oath Spells, 
  Sacred Oath, Sacred 
  Weapon, Spellcasting, 
  Spellcasting Focus, Turn the 
  Unholy, Dueling
  Spellcaster Spell Slots, Ability 
  Score Increase, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Aura of Courage, Aura of 
  Devotion, Aura of Protection, 
  Channel Divinity, Cleansing 
  Touch, Divine Health, 
  Divine Sense, Divine Smite, 
  Extra Attack, Fighting Style, 
  Improved Divine Smite, Lay 
  on Hands, Oath of Devotion, 
  Oath Spells, Sacred Oath, 
  Sacred Weapon, Spellcasting, 
  Spellcasting Focus, Turn the 
  Unholy, Dueling 
  Spell-
  casting
  Save DC 12; Spell Atk +4
  1st: bless; cure wounds; 
  detect evil and good; 
  heroism
  Save DC 13; Spell Atk +5
  2nd: aid; lesser restoration; 
  protection from poison
  1st: bless; cure wounds; 
  detect evil and good; 
  heroism
  Save DC 14; Spell Atk +6
  3rd: create food and water; 
  daylight; magic circle
  2nd: aid; lesser restoration; 
  protection from poison
  1st: bless; cure wounds; 
  detect evil and good; 
  heroism
  Save DC 15; Spell Atk +7
  4th: banishment; death ward
  3rd: create food and water; 
  daylight; magic circle
  2nd: aid; lesser restoration; 
  protection from poison
  1st: bless; cure wounds; 
  detect evil and good; 
  heroism
  Equipment
  Flail;
  chain mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +1 flail;
  +1 chain mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +2 flail;
  +2 chain mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +3 flail;
  +3 chain mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  
  661
  NPCs
  but not its identity (the vampire Count Strahd von Zarovich, for instance). 
  Within the same radius, you also detect the presence of any place or 
  object that has been consecrated or desecrated, as with the hallow spell. 
  You can use this feature 3 times. When you finish a long rest, you regain 
  all expended uses.
  Divine Smite Starting at 2nd level, when you hit a creature with a melee 
  weapon attack, you can expend one spell slot to deal radiant damage to 
  the target, in addition to the weapon’s damage. The extra damage is 2d8 
  for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a 
  maximum of 5d8. The damage increases by 1d8 if the target is an undead 
  or a fiend.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Improved Divine Smite By 11th level, you are so suffused with righteous 
  might that all your melee weapon strikes carry divine power with them. 
  Whenever you hit a creature with a melee weapon, the creature takes 
  an extra 1d8 radiant damage. If you also use your Divine Smite with an 
  attack, you add this damage to the extra damage of your Divine Smite.
  Lay on Hands Your blessed touch can heal wounds. You have a pool 
  of healing power that replenishes when you take a long rest. With that 
  pool, you can restore a total number of hit points equal to 70. As an 
  action, you can touch a creature and draw power from the pool to restore 
  a number of hit points to that creature, up to the maximum amount 
  remaining in your pool. Alternatively, you can expend 5 hit points from 
  your pool of healing to cure the target of one disease or neutralize 
  one poison affecting it. You can cure multiple diseases and neutralize 
  multiple poisons with a single use of Lay on Hands, expending hit 
  points separately for each one. This feature has no effect on undead and 
  constructs.
  Oath of Devotion The Oath of Devotion binds a paladin to the loftiest 
  ideals of justice, virtue, and order. Sometimes called cavaliers, white 
  knights, or holy warriors, these paladins meet the ideal of the knight in 
  shining armor, acting with honor in pursuit of justice and the greater 
  good. They hold themselves to the highest standards of conduct, 
  and some, for better or worse, hold the rest of the world to the same 
  standards. Many who swear this oath are devoted to gods of law and 
  good and use their gods’ tenets as the measure of their devotion. They 
  hold angels-the perfect servants of good-as their ideals, and incorporate 
  images of angelic wings into their helmets or coats of arms.
  Sacred Weapon As an action, you can imbue one weapon that you are 
  holding with positive energy, using your Channel Divinity. For 1 minute, 
  you add +2 to attack rolls made with that weapon. The weapon also emits 
  bright light in a 20-foot radius and dim light 20 feet beyond that. If the 
  weapon is not already magical, it becomes magical for the duration. You 
  can end this effect on your turn as part of any other action. If you are no 
  longer holding or carrying this weapon, or if you fall unconscious, this 
  effect ends.
  Turn the Unholy As an action, you present your holy symbol and speak 
  a prayer censuring fiends and undead, using your Channel Divinity. Each 
  fiend or undead that can see or hear you within 30 feet of you must make 
  a Wisdom saving throw. If the creature fails its saving throw, it is turned 
  for 1 minute or until it takes damage. A turned creature must spend its 
  turns trying to move as far away from you as it can, and it can’t willingly 
  move to a space within 30 feet of you. It also can’t take reactions. For its 
  action, it can use only the Dash action or try to escape from an effect that 
  prevents it from moving. If there’s nowhere to move, the creature can use 
  the Dodge action.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  
  662
  NPCs
  Enclave 
  Longstrider
    Enclave Security
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Ranger 4
  Ranger 8
  Ranger 12
  Ranger 16
  Size / Aln
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  HP
  22
  56
  84
  99
  Armor 
  Class
  14
  16
  18
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  10 (+2) 
  DEX 15 (+4) 
  CON 10 (+0) 
  INT 
  13 (+1) 
  WIS 
  17 (+3) 
  CHA 11 (+0)
  STR 
  10 (+3) 
  DEX 17 (+6) 
  CON 10 (+0) 
  INT 
  13 (+1) 
  WIS 
  17 (+3) 
  CHA 11 (+0)
  STR 
  10 (+4) 
  DEX 19 (+8) 
  CON 10 (+0) 
  INT 
  13 (+1) 
  WIS 
  17 (+3) 
  CHA 11 (+0)
  STR 
  10 (+5) 
  DEX 20 (+10) 
  CON 11 (+0) 
  INT 
  13 (+1) 
  WIS 
  17 (+3) 
  CHA 11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  Passive Perception 16
  Passive Perception 17
  Passive Perception 18
  Languages Common, Dwarvish, Elvish, Giant
  TN; Medium Humanoid (Elf)
  
  663
  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. 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.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish 
  is fluid, with subtle intonations and intricate grammar. Elven literature 
  is rich and varied, and their songs and poems are famous among other 
  races. Many bards learn their language so they can add Elvish ballads to 
  their repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, 
  remaining semiconscious, for 4 hours a day. (The Common word for such 
  meditation is “trance.”) 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 
    Low
    Moderate
    Advanced
    Elite
  Attacks
  Ranged Longbow ) --> 150 
  ft.’: +6 (1d8+2); 600 ft.’: +6 
  (1d8+2) 
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Longsword +2 (1d8 ) 
  Ranged +1 Longbow ) --> 
  150 ft.’: +9/+9 (1d8+4); 
  600 ft.’: +9/+9 (1d8+4) 
  Melee Dagger +6/+6 
  (1d4+3) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3) 
  Melee Longsword +3/+3 
  (1d8 ) 
  Ranged +2 Longbow ) --> 
  150 ft.’: +12/+12 (1d8+6); 
  600 ft.’: +12/+12 (1d8+6)
  Melee Dagger +8/+8 
  (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8/+8 (1d4+4); 60 
  ft.’: +8/+8 (1d4+4) 
  Melee Longsword +4/+4 
  (1d8 ) 
  Ranged +3 Longbow ) --> 
  150 ft.’: +15/+15 (1d8+8); 
  600 ft.’: +15/+15 (1d8+8)
  Melee Dagger +10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5) 
  Melee Longsword +5/+5 
  (1d8 ) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Favored 
  Enemy, Fighting Style, 
  Horde Breaker, Hunter, 
  Hunter’s Prey, Natural 
  Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, 
  Monstrosities, Forest
  Spellcaster Spell Slots, Ability 
  Score Increase, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Defensive Tactics, Extra Attack, 
  Favored Enemy, Fighting Style, 
  Horde Breaker, Hunter, Hunter’s 
  Prey, Land’s Stride, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, Spell 
  Slots, Archery, Humanoids, 
  Monstrosities, Forest, Mountain
  Spellcaster Spell Slots, Ability 
  Score Increase, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Defensive Tactics, Extra Attack, 
  Favored Enemy, Fighting Style, 
  Hide in Plain Sight, Horde 
  Breaker, Hunter, Hunter’s Prey, 
  Land’s Stride, Multiattack, 
  Multiattack Defense, Natural 
  Explorer, Primeval Awareness, 
  Ranger Archetype, Spellcasting, 
  Spell Slots, Volley, Archery, 
  Humanoids, Monstrosities, 
  Forest, Grassland, Mountain
  Spellcaster Spell Slots, Ability 
  Score Increase, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Defensive Tactics, Extra Attack, 
  Favored Enemy, Fighting Style, 
  Hide in Plain Sight, Horde 
  Breaker, Hunter, Hunter’s Prey, 
  Land’s Stride, Multiattack, 
  Multiattack Defense, Natural 
  Explorer, Primeval Awareness, 
  Ranger Archetype, Spellcasting, 
  Spell Slots, Superior Hunter’s 
  Defense, Uncanny Dodge, 
  Vanish, Volley, Archery, 
  Humanoids, Monstrosities, 
  Oozes, Forest, Grassland, 
  Mountain
  Spell-
  casting
  Save DC 13; Spell Atk +5
  1st: cure wounds; fog 
  cloud; longstrider
  Save DC 14; Spell Atk +6
  2nd: barkskin; lesser 
  restoration; pass without 
  trace
  1st: cure wounds; detect 
  magic; fog cloud; longstrider
  Save DC 15; Spell Atk +7
  3rd: nondetection; speak 
  with plants; water walk
  2nd: barkskin; lesser 
  restoration; pass without 
  trace
  1st: cure wounds; 
  detect magic; fog cloud; 
  longstrider
  Save DC 16; Spell Atk +8
  4th: locate creature; 
  stoneskin
  3rd: nondetection; speak 
  with plants; water walk
  2nd: barkskin; lesser 
  restoration; pass without 
  trace
  1st: cure wounds; detect 
  magic; fog cloud; longstrider
  Equipment
  Longbow;
  studded leather armor; 
  arrows (20x);
  dagger;
  longsword
  +1 longbow;
  +1 studded leather armor; 
  arrows (20x);
  dagger;
  longsword
  +2 longbow;
  +2 studded leather 
  armor; 
  arrows (20x);
  dagger;
  longsword
  +3 longbow;
  +3 studded leather armor; 
  arrows (20x);
  dagger;
  longsword
  
  664
  NPCs
  benefit that a human does from 8 hours of sleep.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Horde Breaker Once on each of your turns when you make a weapon 
  attack, you can make another attack with the same weapon against a 
  different creature that is within 5 feet of the original target and within 
  range of your weapon.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Multiattack Defense When a creature hits you with an attack, you gain a 
  +4 bonus to AC against all subsequent attacks made by that creature for 
  the rest of the turn.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. 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. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Uncanny Dodge When an attacker that you can see hits you with an 
  attack, you can use your reaction to halve the attack’s damage against 
  you.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Volley You can use your action to make a ranged attack against any 
  number of creatures within 10 feet of a point you can see within your 
  weapon’s range. You must have ammunition for each target, as normal, 
  and you make a separate attack roll for each target.
  Archery You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Humanoids Advantage on Wisdom (Survival) checks to track Humanoids, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Monstrosities Advantage on Wisdom (Survival) checks to track 
  Monstrosities, as well as on Intelligence checks to recall information 
  about them. You also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all.
  Oozes Advantage on Wisdom (Survival) checks to track Oozes, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  
  665
  NPCs
  Enclavefolk
  Commoner
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 4 
  XP 1,100
  CR 7 
  XP 2,900
  CR 10 
  XP 5,900
  Class / HD Rogue 1
  Rogue 4
  Rogue 7
  Rogue 10
  Size / Aln
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  HP
  8
  17
  24
  33
  Armor 
  Class
  12
  13
  14
  14
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  9 
  (-1) 
  DEX 15 (+4) 
  CON 10 (+0) 
  INT 
  8 
  (+1) 
  WIS 
  12 (+1) 
  CHA 15 (+2)
  STR 
  9 
  (-1) 
  DEX 17 (+5) 
  CON 10 (+0) 
  INT 
  8 
  (+1) 
  WIS 
  12 (+1) 
  CHA 15 (+2)
  STR 
  9 
  (-1) 
  DEX 17 (+6) 
  CON 10 (+0) 
  INT 
  8 
  (+2) 
  WIS 
  12 (+1) 
  CHA 15 (+2)
  STR 
  11 (+0) 
  DEX 19 (+8) 
  CON 10 (+0) 
  INT 
  8 
  (+3) 
  WIS 
  12 (+1) 
  CHA 15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  +4 Thieves’ Tools
  Passive Perception 15
  +4 Thieves’ Tools
  Passive Perception 17
  +6 Thieves’ Tools
  Passive Perception 19
  +8 Thieves’ Tools
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Ranged Sling ) --> 30 ft.’: 
  -6 (1d4+2); 120 ft.’: -6 
  (1d4+2) 
  Melee +1 Dagger +6 
  (1d4+4) 
  Ranged +1 Dagger 20 ft.’: 
  +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Ranged Sling ) --> 30 ft.’: 
  -5 (1d4+3); 120 ft.’: -5 
  (1d4+3) 
  Melee +2 Dagger +8 
  (1d4+5 ) 
  Ranged +2 Dagger 20 ft.’: 
  +8 (1d4+5); 60 ft.’: +8 
  (1d4+5) 
  Ranged Sling ) --> 30 ft.’: 
  -4 (1d4+3); 120 ft.’: -4 
  (1d4+3) 
  Melee +3 Dagger  +11 
  (1d4+7 ) 
  Ranged +3 Dagger 20 ft.’: 
  +11 (1d4+7); 60 ft.’: +11 
  (1d4+7) 
  Ranged Sling ) --> 30 ft.’: -2 
  (1d4+4); 120 ft.’: -2 (1d4+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  LN; Medium Humanoid (Half-Elf)
  
  666
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 4.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so do 
  rogues who prefer to think of themselves as professional treasure seekers, 
  explorers, delvers, and investigators. In addition to improving your agility 
  and stealth, you learn skills useful for delving into ancient ruins, reading 
  unfamiliar languages, and using magic items you normally couldn’t 
  employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Expertise, Sneak Attack, 
  Thieves’ Cant
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger;
  sling;
  sling bullets (20x)
  +1 dagger;
  sling;
  sling bullets (20x)
  +2 dagger;
  sling;
  sling bullets (20x)
  +3 dagger;
  sling;
  sling bullets (20x)
  
  667
  NPCs
  Farmer
    Rake & Sickle
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 4 
  XP 1,100
  CR 7 
  XP 2,900
  CR 10 
  XP 5,900
  Class / HD Fighter 1
  Fighter 4
  Fighter 7
  Fighter 10
  Size / Aln
  Medium TN  
  Human
  Medium TN  
  Human
  Medium TN  
  Human
  Medium TN  
  Human
  HP
  13
  46
  79
  119
  Armor 
  Class
  13
  15
  16
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  13 (+3) 
  DEX 10 (+0) 
  CON 17 (+5) 
  INT 
  9 
  (-1) 
  WIS 
  13 (+1) 
  CHA 13 (+1)
  STR 
  13 (+3) 
  DEX 12 (+1) 
  CON 17 (+5) 
  INT 
  9 
  (-1) 
  WIS 
  13 (+1) 
  CHA 13 (+1)
  STR 
  13 (+4) 
  DEX 12 (+1) 
  CON 19 (+7) 
  INT 
  9 
  (-1) 
  WIS 
  13 (+1) 
  CHA 13 (+1)
  STR 
  14 (+6) 
  DEX 12 (+1) 
  CON 20 (+9) 
  INT 
  9 
  (-1) 
  WIS 
  13 (+1) 
  CHA 13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Passive Perception 11
  Passive Perception 9
  Passive Perception 9
  Languages Common, Elvish
  Attacks
  Melee Spear +3 (1d6+3 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +3 (1d6+1); 60 ft.’: +3 
  (1d6+1) 
  Melee Dagger +3 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged Shortbow ) --> 30 
  ft.’: +2 (1d6); 120 ft.’: +2 
  (1d6) 
  Melee +1 Spear +4 (1d6+4 ) 
  Ranged +1 Spear 20 ft.’: +4 
  (1d6+2); 60 ft.’: +4 (1d6+2) 
  Melee Dagger +3 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged Shortbow ) --> 30 
  ft.’: +3 (1d6+1); 120 ft.’: +3 
  (1d6+1) 
  Melee +2 Spear +6/+6 
  (1d6+5 ) 
  Ranged +2 Spear 20 ft.’: 
  +6/+6 (1d6+3); 60 ft.’: 
  +6/+6 (1d6+3) 
  Melee Dagger +4/+4 
  (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +4/+4 (1d4+1); 60 
  ft.’: +4/+4 (1d4+1) 
  Ranged Shortbow ) --> 30 
  ft.’: +4/+4 (1d6+1); 120 
  ft.’: +4/+4 (1d6+1) 
  Melee +3 Spear +9/+9 
  (1d6+7 ) 
  Ranged +3 Spear 20 ft.’: 
  +9/+9 (1d6+5); 60 ft.’: 
  +9/+9 (1d6+5) 
  Melee Dagger +6/+6 
  (1d4+4) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+2); 60 ft.’: 
  +6/+6 (1d4+2) 
  Ranged Shortbow ) --> 30 
  ft.’: +5/+5 (1d6+1); 120 ft.’: 
  +5/+5 (1d6+1) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  TN; Medium Humanoid (Human)
  
  668
  NPCs
  Special Abilities
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 1 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +2.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Languages, Fighting Style, 
  Second Wind, Dueling
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Dueling
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Remarkable Athlete, Second 
  Wind, Dueling
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Spear;
  leather;
  shield;
  shortbow;
  arrows (20x);
  dagger
  +1 spear;
  +1 leather;
  shield;
  shortbow;
  arrows (20x);
  dagger
  +2 spear;
  +2 leather;
  shield;
  shortbow;
  arrows (20x);
  dagger
  +3 spear;
  +3 leather;
  shield;
  shortbow;
  arrows (20x);
  dagger
  
  669
  NPCs
  Farsight Guard
    Ever-Present Occulus
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Wizard 3
  Wizard 7
  Wizard 11
  Wizard 15
  Size / Aln
  Medium LE 
  Dwarf (Hill)
  Medium LE 
  Dwarf (Hill)
  Medium LE 
  Dwarf (Hill)
  Medium LE 
  Dwarf (Hill)
  HP
  25
  49
  76
  96
  Armor 
  Class
  14
  15
  16
  17
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR 
  8 
  (-1) 
  DEX 13 (+1) 
  CON 15 (+2) 
  INT 
  15 (+4) 
  WIS 
  10 (+2) 
  CHA 9 
  (-1)
  STR 
  8 
  (-1) 
  DEX 15 (+2) 
  CON 15 (+2) 
  INT 
  15 (+5) 
  WIS 
  10 (+3) 
  CHA 9 
  (-1)
  STR 
  8 
  (-1) 
  DEX 17 (+3) 
  CON 15 (+2) 
  INT 
  15 (+6) 
  WIS 
  10 (+4) 
  CHA 9 
  (-1)
  STR 
  8 
  (-1) 
  DEX 19 (+4) 
  CON 15 (+2) 
  INT 
  15 (+7) 
  WIS 
  10 (+5) 
  CHA 9 
  (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Passive Perception 10
  Passive Perception 10
  Passive Perception 10
  Languages Common, Dwarvish
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -7 (1d8+1); 320 
  ft.’: -7 (1d8+1) 
  Melee Quarterstaff +1 
  (1d8-1 )
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged +1 Crossbow, Light  
  ) --> 80 ft.’: -4 (1d8+3); 320 
  ft.’: -4 (1d8+3)
  Melee Quarterstaff +2 
  (1d8-1)
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Ranged +2 Crossbow, Light 
  ) --> 80 ft.’: -1 (1d8+5); 
  320 ft.’: -1 (1d8+5) 
  Melee Quarterstaff +3 
  (1d8-1 ) 
  Melee Dagger +7 (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+3); 60 ft.’: 
  +7 (1d4+3) 
  Ranged +3 Crossbow, Light ) 
  --> 80 ft.’: +2 (1d8+7); 320 
  ft.’: +2 (1d8+7) 
  Melee Quarterstaff +4 (1d8-
  1) 
  Melee Dagger +9 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Crossbow (Light), Dagger, Dart, Handaxe, Light Hammer, Quarterstaff, Sling, Warhammer
  LE; Medium Humanoid (Dwarf)
  
  670
  NPCs
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. 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.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Mason’s Tools Proficient with Artisan Mason’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 8, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 
  2nd-level spell slot or two 1st-level spell slots.
  Empowered Evocation Beginning at 10th level, you can add +2 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, 
  Tool Proficiency, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellbook, Spellcasting
  Spell-
  casting
  Save DC 12; Spell Atk +4
  2nd: blur; hold person; 
  invisibility
  1st: alarm; burning hands; 
  magic missile; shield
  Save DC 13; Spell Atk +5
  4th: dimension door; ice 
  storm; phantasmal killer
  3rd: fireball; lightning bolt; 
  sleet storm
  2nd: blur; hold person; 
  invisibility
  1st: alarm; burning hands; 
  magic missile; shield
  Save DC 14; Spell Atk +6
  6th: mass suggestion
  5th: contact other plane; 
  dominate person; wall of 
  force
  4th: dimension door; ice 
  storm; phantasmal killer
  3rd: fireball; lightning bolt; 
  sleet storm
  2nd: blur; hold person; 
  invisibility
  1st: alarm; burning hands; 
  magic missile; shield
  Save DC 15; Spell Atk +7
  8th: maze
  7th: sequester
  6th: mass suggestion
  5th: contact other plane; 
  dominate person; wall of 
  force
  4th: dimension door; ice 
  storm; phantasmal killer
  3rd: fireball; lightning bolt; 
  sleet storm
  2nd: blur; hold person; 
  invisibility
  1st: alarm; burning hands; 
  magic missile; shield
  Equipment
  Quarterstaff;
  light crossbow;
  crossbow bolts (10x);
  dagger
  Quarterstaff;
  +1 light crossbow;
  crossbow bolts (10x);
  dagger
  Quarterstaff;
  +2 light crossbow;
  crossbow bolts (10x);
  dagger
  Quarterstaff;
  +3 light crossbow;
  crossbow bolts (10x);
  dagger
  
  671
  NPCs
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  
  672
  NPCs
  Fernguard
    Elven Administration
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Monk 4
  Monk 8
  Monk 12
  Monk 16
  Size / Aln
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  HP
  14
  32
  50
  68
  Armor 
  Class
  16
  16
  17
  18
  Speed
  Walk 40’
  Walk 45’
  Walk 50’
  Walk 55’
  Ability 
  Scores / 
  Saves
  STR 
  11 (+2) 
  DEX 17 (+5) 
  CON 10 (+0) 
  INT 
  9 
  (-1) 
  WIS 
  17 (+3) 
  CHA 12 (+1)
  STR 
  13 (+4) 
  DEX 17 (+6) 
  CON 10 (+0) 
  INT 
  9 
  (-1) 
  WIS 
  17 (+3) 
  CHA 12 (+1)
  STR 
  13 (+5) 
  DEX 19 (+8) 
  CON 10 (+0) 
  INT 
  9 
  (-1) 
  WIS 
  17 (+3) 
  CHA 12 (+1)
  STR 
  13 (+6) 
  DEX 19 (+9) 
  CON 10 (+5) 
  INT 
  9 
  (+4) 
  WIS 
  17 (+9) 
  CHA 12 (+6)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  +2 Tinker’s Tools
  Passive Perception 13
  +3 Tinker’s Tools
  Passive Perception 13
  +4 Tinker’s Tools
  Passive Perception 13
  +5 Tinker’s Tools
  Languages Common, 
  Dwarvish, Elvish
  Common, 
  Dwarvish, Elvish
  Common, 
  Dwarvish, Elvish
  Abyssal, Celestial, Common, 
  Deep Speech, Draconic, 
  Druidic, Dwarvish, Elvish, Giant, 
  Gnomish, Goblin, Halfling, 
  Infernal, Orc, Primordial, Sylvan, 
  Undercommon
  Attacks
  Unarmed Attack +5 (1d4+3 
  20/x2; 5 ft.) 
  Ranged Dart ) --> 20 ft.’: -1 
  (1d4+3); 80 ft.’: -1 (1d4+3) 
  Melee Unarmed Strike +5 
  (1d4+3 ) 
  Unarmed Attack +5/+5 
  (1d6+2 20/x2; 5 ft.) 
  Ranged Dart ) --> 20 ft.’: 
  +0/+0 (1d4+3); 80 ft.’: 
  +0/+0 (1d4+3) 
  Melee Unarmed Strike +6 
  (1d6+3 ) 
  Unarmed Attack +7/+7 
  (1d8+3 20/x2; 5 ft.) 
  Ranged Dart ) --> 20 ft.’: 
  +2/+2 (1d4+4); 80 ft.’: 
  +2/+2 (1d4+4) 
  Melee Unarmed Strike +8 
  (1d8+4 ) 
  Unarmed Attack +8/+8 
  (1d8+3 20/x2; 5 ft.) 
  Ranged Dart ) --> 20 ft.’: 
  +3/+3 (1d4+4); 80 ft.’: 
  +3/+3 (1d4+4) 
  Melee Unarmed Strike +9 
  (1d8+4 ) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, 
  Shortsword, Sickle, Sling, Spear, Unarmed Strike
  LN; Medium Humanoid (Half-Elf)
  
  673
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  Deflect Missiles Starting at 3rd level, you can use your reaction to deflect 
  or catch the missile when you are hit by a ranged weapon attack. When 
  you do so, the damage you take from the attack is reduced by 1d10 + 
  20. If you reduce the damage to 0, you can catch the missile if it is small 
  enough for you to hold in one hand and you have at least one hand free. If 
  you catch a missile in this way, you can spend 1 ki point to make a ranged 
  attack with the weapon or piece of ammunition you just caught, as part 
  of the same reaction. You make this attack with proficiency, regardless of 
  your weapon proficiencies, and the missile counts as a monk weapon for 
  the attack. The range of the monk’s ranged attack is 20/60 feet.
  Diamond Soul Beginning at 14th level, your mastery of ki grants you 
  proficiency in all saving throws. Additionally, whenever you make a saving 
  throw and fail, you can spend 1 ki point to reroll it and take the second 
  result.
  Evasion At 7th level, your instinctive agility lets you dodge out of the 
  way of certain area effects, such as a blue dragon’s lightning breath or a 
  fireball spell. When you are subjected to an effect that allows you to make 
  a Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Flurry of Blows Immediately after you take the Attack action on your turn, 
  you can spend 1 ki point to make two unarmed strikes as a bonus action.
  Ki Starting at 2nd level, your training allows you to harness the mystic 
  energy of ki. Your access to this energy is represented by a number of ki 
  points. You have a total of 16 ki points. You can spend these points to 
  fuel various ki features. You start knowing three such features: Flurry of 
  Blows, Patient Defense, and Step of the Wind. You learn more ki features 
  as you gain levels in this class. When you spend a ki point, it is unavailable 
  until you finish a short or long rest, at the end of which you draw all of 
  your expended ki back into yourself. You must spend at least 30 minutes 
  of the rest meditating to regain your ki points. Some of your ki features 
  require your target to make a saving throw to resist the feature’s effects. 
  The saving throw DC is as follows: Ki save DC = 17
  Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count 
  as magical for the purpose of overcoming resistance and immunity to 
  nonmagical attacks and damage.
  Martial Arts At 1st level, your practice of martial arts gives you mastery 
  of combat styles that use unarmed strikes and monk weapons, which are 
  shortswords and any simple melee weapons that don’t have the two-
  handed or heavy property. You gain the following benefits while you are 
  unarmed or wielding only monk weapons and you aren’t wearing armor 
  or wielding a shield: * You can use Dexterity instead of Strength for the 
  attack and damage rolls of your unarmed strikes and monk weapons. * 
  You can roll a d8 in place of the normal damage of your unarmed strike or 
  monk weapon. * When you use the Attack action with an unarmed strike 
  or a monk weapon on your turn, you can make one unarmed strike as a 
  bonus action. For example, if you take the Attack action and attack with 
  a quarterstaff, you can also make an unarmed strike as a bonus action, 
  assuming you haven’t already taken a bonus action this turn. Certain 
  monasteries use specialized forms of the monk weapons. For example, 
  you might use a club that is two lengths of wood connected by a short 
  chain (called a nunchaku) or a sickle with a shorter, straighter blade 
  (called a kama). Whatever name you use for a monk weapon, you can use 
  the game statistics provided for the weapon in chapter 5.
  Open Hand Technique Starting when you choose this tradition at 3rd 
  level, you can manipulate your enemy’s ki when you harness your own. 
  Whenever you hit a creature with one of the attacks granted by your 
  Flurry of Blows, you can impose one of the following effects on that 
  target: * It must succeed on a Dexterity saving throw or be knocked 
  prone. * It must make a Strength saving throw. If it fails, you can push it 
  up to 15 feet away from you. * It can’t take reactions until the end of your 
  next turn.
  Patient Defense You can spend 1 ki point to take the Dodge action as a 
  bonus action on your turn.
  Purity of Body At 10th level, your mastery of the ki flowing through you 
  makes you immune to disease and poison.
  Slow Fall Beginning at 4th level, you can use your reaction when you fall 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Deflect Missiles, Flurry 
  of Blows, Ki, Martial Arts, 
  Monastic Tradition, Open 
  Hand Technique, Patient 
  Defense, Slow Fall, Step 
  of the Wind, Unarmored 
  Defense, Unarmored 
  Movement, Way of the 
  Open Hand
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Deflect Missiles, Evasion, 
  Extra Attack, Flurry of Blows, 
  Ki, Ki-Empowered Strikes, 
  Martial Arts, Monastic 
  Tradition, Open Hand 
  Technique, Patient Defense, 
  Slow Fall, Step of the Wind, 
  Stillness of Mind, Stunning 
  Strike, Unarmored Defense, 
  Unarmored Movement, 
  Way of the Open Hand, 
  Wholeness of Body
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Deflect Missiles, Evasion, 
  Extra Attack, Flurry of 
  Blows, Ki, Ki-Empowered 
  Strikes, Martial Arts, 
  Monastic Tradition, Open 
  Hand Technique, Patient 
  Defense, Purity of Body, 
  Slow Fall, Step of the 
  Wind, Stillness of Mind, 
  Stunning Strike, Tranquility, 
  Unarmored Defense, 
  Unarmored Movement, 
  Way of the Open Hand, 
  Wholeness of Body
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Deflect Missiles, Diamond 
  Soul, Evasion, Extra Attack, 
  Flurry of Blows, Ki, Ki-
  Empowered Strikes, Martial 
  Arts, Monastic Tradition, 
  Open Hand Technique, 
  Patient Defense, Purity of 
  Body, Slow Fall, Step of the 
  Wind, Stillness of Mind, 
  Stunning Strike, Timeless 
  Body, Tongue of the Sun 
  and Moon, Tranquility, 
  Unarmored Defense, 
  Unarmored Movement, 
  Way of the Open Hand, 
  Wholeness of Body
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dart (4x)
  Dart (4x)
  Dart (4x)
  Dart (4x)
  
  674
  NPCs
  to reduce any falling damage you take by 80.
  Step of the Wind You can spend 1 ki point to take the Disengage or Dash 
  action as a bonus action on your turn, and your jump distance is doubled 
  for the turn.
  Stillness of Mind Starting at 7th level, you can use your action to end one 
  effect on yourself that is causing you to be charmed or frightened.
  Stunning Strike Starting at 5th level, you can interfere with the flow of 
  ki in an opponent’s body. When you hit another creature with a melee 
  weapon attack, you can spend 1 ki point to attempt a stunning strike. The 
  target must succeed on a Constitution saving throw or be stunned until 
  the end of your next turn.
  Timeless Body At 15th level, your ki sustains you so that you suffer none 
  of the frailty of old age, and you can’t be aged magically. You can still die 
  of old age, however. In addition, you no longer need food or water.
  Tongue of the Sun and Moon Starting at 13th level, you learn to touch the 
  ki of other minds so that you understand all spoken languages. Moreover, 
  any creature that can understand a language can understand what you say.
  Tranquility Beginning at 11th level, you can enter a special meditation 
  that surrounds you with an aura of peace. At the end of a long rest, you 
  gain the effect of a sanctuary spell that lasts until the start of your next 
  long rest (the spell can end early as normal). The saving throw DC for the 
  spell equals 17.
  Unarmored Defense Beginning at 1st level, while you are wearing no 
  armor and not wielding a shield, your AC equals 10 + your Dexterity 
  modifier + your Wisdom modifier.
  Unarmored Movement Starting at 2nd level, your speed increases by 10 
  feet while you are not wearing armor or wielding a shield. This bonus 
  increases when you reach certain monk levels, as shown in the Monk 
  table. At 9th level, you gain the ability to move along vertical surfaces and 
  across liquids on your turn without falling during the move.
  Way of the Open Hand Monks of the Way of the Open Hand are the 
  ultimate masters of martial arts combat, whether armed or unarmed. 
  They learn techniques to push and trip their opponents, manipulate ki to 
  heal damage to their bodies, and practice advanced meditation that can 
  protect them from harm.
  Wholeness of Body At 6th level, you gain the ability to heal yourself. As 
  an action, you can regain hit points equal to 48. You must finish a long 
  rest before you can use this feature again.
  
  675
  NPCs
  Forest War Rider
    Enclave Security
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Fighter 4
  Fighter 8
  Fighter 12
  Fighter 16
  Size / Aln
  Medium CE 
  Half-Orc
  Medium CE 
  Half-Orc
  Medium CE 
  Half-Orc
  Medium CE 
  Half-Orc
  HP
  29
  54
  79
  107
  Armor 
  Class
  17
  19
  21
  22
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  17 (+5) 
  DEX 13 (+1) 
  CON 10 (+2) 
  INT 
  10 (+0) 
  WIS 
  8 
  (-1) 
  CHA 15 (+2)
  STR 
  19 (+7) 
  DEX 15 (+2) 
  CON 10 (+3) 
  INT 
  10 (+0) 
  WIS 
  8 
  (-1) 
  CHA 15 (+2)
  STR 
  19 (+8) 
  DEX 17 (+3) 
  CON 10 (+4) 
  INT 
  10 (+0) 
  WIS 
  8 
  (-1) 
  CHA 15 (+2)
  STR 
  20 (+10) 
  DEX 20 (+5) 
  CON 10 (+5) 
  INT 
  10 (+0) 
  WIS 
  8 
  (-1) 
  CHA 15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Armor - Disad on Stealth
  Passive Perception 9
  Armor - Disad on Stealth
  Passive Perception 9
  Armor - Disad on Stealth
  Passive Perception 9
  Armor - Disad on Stealth
  Languages Common, Orc
  Attacks
  Melee Spear +5 (1d6+5 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +5 (1d6+3); 60 ft.’: +5 
  (1d6+3) 
  Ranged Longbow ) --> 150 
  ft.’: +3 (1d8+1); 600 ft.’: +3 
  (1d8+1) 
  Melee Dagger +5 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee +1 Spear +8/+8 
  (1d6+7 ) 
  Ranged +1 Spear 20 ft.’: 
  +8/+8 (1d6+5); 60 ft.’: 
  +8/+8 (1d6+5) 
  Ranged Longbow ) --> 150 
  ft.’: +5/+5 (1d8+2); 600 ft.’: 
  +5/+5 (1d8+2) 
  Melee Dagger +7/+7 
  (1d4+6) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4) 
  Melee +2 Spear 
  +10/+10/+10 (1d6+8 ) 
  Ranged +2 Spear 20 ft.’: 
  +10/+10/+10 (1d6+6); 60 
  ft.’: +10/+10/+10 (1d6+6) 
  Ranged Longbow ) --> 150 
  ft.’: +7/+7/+7 (1d8+3); 
  600 ft.’: +7/+7/+7 (1d8+3) 
  Melee Dagger +8/+8/+8 
  (1d4+6 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8/+8/+8 (1d4+4); 
  60 ft.’: +8/+8/+8 (1d4+4) 
  Melee +3 Spear 
  +13/+13/+13 (1d6+10 ) 
  Ranged +3 Spear 20 ft.’: 
  +13/+13/+13 (1d6+8); 60 
  ft.’: +13/+13/+13 (1d6+8) 
  Ranged Longbow ) --> 150 
  ft.’: +10/+10/+10 (1d8+5); 
  600 ft.’: +10/+10/+10 
  (1d8+5) 
  Melee Dagger +10/+10/+10 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Special
  -
  -
  -
  -
  CE; Medium Humanoid (Half-Orc)
  
  676
  NPCs
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. 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.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Defense, 
  Dueling
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Spear;
  scale mail;
  shield;
  longbow;
  arrows (20x);
  dagger
  +1 spear;
  +1 scale mail;
  shield;
  longbow;
  arrows (20x);
  dagger
  +2 spear;
  +2 scale mail;
  shield;
  longbow;
  arrows (20x);
  dagger
  +3 spear;
  +3 scale mail;
  shield;
  longbow;
  arrows (20x);
  dagger
  
  677
  NPCs
  Forest 
  Worshipper
    Emerald Garden
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Cleric 4
  Cleric 8
  Cleric 12
  Cleric 16
  Size / Aln
  Small NG 
  Halfling (Lightfoot)
  Small NG 
  Halfling (Lightfoot)
  Small NG 
  Halfling (Lightfoot)
  Small NG 
  Halfling (Lightfoot)
  HP
  34
  63
  94
  115
  Armor 
  Class
  13
  14
  15
  16
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0) 
  DEX 13 (+1) 
  CON 15 (+2) 
  INT 
  8 
  (-1) 
  WIS 
  18 (+6) 
  CHA 10 (+2)
  STR 
  12 (+1) 
  DEX 13 (+1) 
  CON 15 (+2) 
  INT 
  8 
  (-1) 
  WIS 
  18 (+7) 
  CHA 10 (+3)
  STR 
  14 (+2) 
  DEX 13 (+1) 
  CON 15 (+2) 
  INT 
  8 
  (-1) 
  WIS 
  18 (+8) 
  CHA 10 (+4)
  STR 
  16 (+3) 
  DEX 13 (+1) 
  CON 15 (+2) 
  INT 
  8 
  (-1) 
  WIS 
  18 (+9) 
  CHA 10 (+5)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Passive Perception 14
  Passive Perception 14
  Passive Perception 14
  Languages Common, Halfling
  NG; Small Humanoid (Halfling)
  
  678
  NPCs
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
    Low
    Moderate
    Advanced
    Elite
  Attacks
  Melee Dagger (Small) +3 
  (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Melee Spear (Small) +3 
  (1d6+1 ) 
  Ranged Spear (Small/
  Thrown) 20 ft.’: +3 
  (1d6+1); 60 ft.’: +3 
  (1d6+1) 
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +3 
  (1d8+1); 320 ft.’: +3 
  (1d8+1) 
  Melee Dagger (Small) +4 
  (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 (1d4+1); 
  60 ft.’: +4 (1d4+1) 
  Melee +1 Spear +5 (1d6+2 ) 
  Ranged +1 Spear 20 ft.’: +5 
  (1d6+2); 60 ft.’: +5 (1d6+2) 
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +4 
  (1d8+1); 320 ft.’: +4 
  (1d8+1) 
  Melee Dagger (Small) +6 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 
  (1d4+2); 60 ft.’: +6 
  (1d4+2) 
  Melee +2 Spear  +8 
  (1d6+4) 
  Ranged +2 Spear  20 ft.’: 
  +8 (1d6+4); 60 ft.’: +8 
  (1d6+4) 
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +5 
  (1d8+1); 320 ft.’: +5 
  (1d8+1) 
  Melee Dagger (Small) +8 
  (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 (1d4+3); 
  60 ft.’: +8 (1d4+3) 
  Melee +3 Spear  +11 
  (1d6+6) 
  Ranged +3 Spear  20 ft.’: 
  +11 (1d6+6); 60 ft.’: +11 
  (1d6+6) 
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +6 
  (1d8+1); 320 ft.’: +6 
  (1d8+1) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Arcane Recovery, Cantrips, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Evocation Savant, Potent 
  Cantrip, Preparing and 
  Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Empowered Evocation, 
  Evocation Savant, Potent 
  Cantrip, Preparing and 
  Casting Spells, Ritual 
  Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Languages, Menacing, 
  Relentless Endurance, 
  Savage Attacks, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spell-
  casting
  Save DC 14; Spell Atk +6
  2nd: gentle repose; hold 
  person; silence
  1st: bane; bless; inflict 
  wounds; shield of faith
  Save DC 15; Spell Atk +7
  4th: divination; freedom of 
  movement; stone shape
  3rd: bestow curse; magic 
  circle; spirit guardians
  2nd: gentle repose; hold 
  person; silence
  1st: bane; bless; inflict 
  wounds; shield of faith
  Save DC 16; Spell Atk +8
  6th: find the path
  5th: flame strike; hallow; 
  scrying
  4th: divination; freedom of 
  movement; stone shape
  3rd: bestow curse; magic 
  circle; spirit guardians
  2nd: gentle repose; hold 
  person; silence
  1st: bane; bless; inflict 
  wounds; shield of faith
  Save DC 17; Spell Atk +9
  8th: control weather
  7th: etherealness
  6th: find the path
  5th: flame strike; hallow; 
  scrying
  4th: divination; freedom of 
  movement; stone shape
  3rd: bestow curse; magic 
  circle; spirit guardians
  2nd: gentle repose; hold 
  person; silence
  1st: bane; bless; inflict 
  wounds; shield of faith
  Equipment
  Dagger (small);
  spear (small);
  hide armor (small);
  light crossbow (small);
  crossbow bolts (20x)
  Dagger (small);
  +1 spear (small);
  +1 hide armor (small);
  light crossbow (small);
  crossbow bolts (20x)
  Dagger (small);
  +2 spear (small);
  +2 hide armor (small);
  light crossbow (small);
  crossbow bolts (20x)
  Dagger (small);
  +3 spear (small);
  +3 hide armor (small);
  light crossbow (small);
  crossbow bolts (20x)
  
  679
  NPCs
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Blessed Healer Beginning at 6th level, the healing spells you cast on 
  others heal you as well. When you cast a spell of 1st level or higher that 
  restores hit points to a creature other than you, you regain hit points 
  equal to 2 + the spell’s level.
  Bonus Proficiency When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Channel Divinity At 2nd level, you gain the ability to channel divine 
  energy directly from your deity, using that energy to fuel magical effects. 
  You start with two such effects: Turn Undead and an effect determined by 
  your domain. Some domains grant you additional effects as you advance 
  in levels, as noted in the domain description. When you use your Channel 
  Divinity, you choose which effect to create. You must then finish a short 
  or long rest to use your Channel Divinity again. Some Channel Divinity 
  effects require saving throws. When you use such an effect from this 
  class, the DC equals your cleric spell save DC. You can use your Channel 
  Divinity 2 times between rests. When you finish a short or long rest, you 
  regain your expended uses.
  Channel Divinity: Preserve Life Starting at 2nd level, you can use your 
  Channel Divinity to heal the badly injured. As an action, you present 
  your holy symbol and evoke healing energy that can restore a number of 
  hit points equal to 80. Choose any creatures within 30 feet of you, and 
  divide those hit points among them. This feature can restore a creature to 
  no more than half of its hit point maximum. You can’t use this feature on 
  an undead or a construct.
  Channel Divinity: Turn Undead As an action, you present your holy symbol 
  and speak a prayer censuring the undead. Each undead that can see or 
  hear you within 30 feet of you must make a Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 minute or until it takes 
  any damage. A turned creature must spend its turns trying to move as far 
  away from you as it can, and it can’t willingly move to a space within 30 
  feet of you. It also can’t take reactions. For its action, it can use only the 
  Dash action or try to escape from an effect that prevents it from moving. 
  If there’s nowhere to move, the creature can use the Dodge action.
  Destroy Undead (CR 3) Starting at 5th level, when an undead fails its 
  saving throw against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below a certain threshold, as 
  shown in the Destroy Undead table.
  Disciple of Life Also starting at 1st level, your healing spells are more 
  effective. Whenever you use a spell of 1st level or higher to restore hit 
  points to a creature, the creature regains additional hit points equal to 2 + 
  the spell’s level.
  Divine Intervention Beginning at 10th level, you can call on your deity to 
  intervene on your behalf when your need is great. Imploring your deity’s 
  aid requires you to use your action. Describe the assistance you seek, and 
  roll percentile dice. If you roll a number equal to or lower than 16, then 
  your deity intervenes. The DM chooses the nature of the intervention; 
  the effect of any cleric spell or cleric domain spell would be appropriate. 
  If your deity intervenes, you can’t use this feature again for 7 days. 
  Otherwise, you can use it again after you finish a long rest. At 20th level, 
  your call for intervention succeeds automatically, no roll required.
  Divine Strike At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an extra 
  2d8 radiant damage to the target.
  
  680
  NPCs
  Gladebringer
    Thornpriest
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Ranger 4
  Ranger 8
  Ranger 12
  Ranger 16
  Size / Aln
  Medium LG 
  Elf (High)
  Medium LG 
  Elf (High)
  Medium LG 
  Elf (High)
  Medium LG 
  Elf (High)
  HP
  21
  39
  57
  71
  Armor 
  Class
  12
  13
  14
  15
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  8 
  (+1) 
  DEX 13 (+3) 
  CON 7 
  (-2) 
  INT 
  20 (+5) 
  WIS 
  12 (+1) 
  CHA 15 (+2)
  STR 
  10 (+3) 
  DEX 13 (+4) 
  CON 7 
  (-2) 
  INT 
  20 (+5) 
  WIS 
  12 (+1) 
  CHA 15 (+2)
  STR 
  12 (+5) 
  DEX 13 (+5) 
  CON 7 
  (-2) 
  INT 
  20 (+5) 
  WIS 
  12 (+1) 
  CHA 15 (+2)
  STR 
  14 (+7) 
  DEX 13 (+6) 
  CON 7 
  (-2) 
  INT 
  20 (+5) 
  WIS 
  12 (+1) 
  CHA 15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  Passive Perception 14
  Passive Perception 15
  Passive Perception 16
  Languages Common, Celestial, 
  Dwarvish, Elvish
  Common, Celestial, 
  Dwarvish, Elvish, 
  Draconic
  Common, Celestial, 
  Dwarvish, Elvish, 
  Draconic
  Common, Celestial, 
  Dwarvish, Elvish, 
  Draconic, Gnomish
  Attacks
  Melee Javelin +3 (1d6+1 ) 
  Ranged Javelin (Thrown) 30 
  ft.’: +3 (1d6+1); 90 ft.’: +3 
  (1d6+1) Range 30, Long 90 
  Melee Shortsword +3 
  (1d6+1 ) 
  Melee Handaxe +3 (1d6+1 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +3 (1d6+1); 60 ft.’: 
  +3 (1d6+1) 
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Melee Javelin +4/+4 (1d6+1) 
  Ranged Javelin (Thrown) 30 ft.’: 
  +4/+4 (1d6+1); 90 ft.’: +4/+4 
  (1d6+1) Range 30, Long 90 
  Melee Shortsword +4 (1d6+1 ) 
  Melee Dagger +4/+4 (1d4+1) 
  Ranged Dagger (Thrown) 20 ft.’: 
  +4/+4 (1d4+1); 60 ft.’: +4/+4 
  (1d4+1) 
  Melee +1 Handaxe +5/+5 
  (1d6+2 ) 
  Ranged +1 Handaxe 20 ft.’: 
  +5/+5 (1d6+2); 60 ft.’: +5/+5 
  (1d6+2) 
  Melee Javelin +5/+5 (1d6+1 ) 
  Ranged Javelin (Thrown) 30 ft.’: 
  +5/+5 (1d6+1); 90 ft.’: +5/+5 
  (1d6+1) Range 30, Long 90 
  Melee Shortsword +5 (1d6+1 ) 
  Melee Dagger +5/+5 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5/+5 (1d4+1); 60 ft.’: 
  +5/+5 (1d4+1) 
  Melee +2 Handaxe +7/+7 
  (1d6+3 ) 
  Ranged +2 Handaxe 20 ft.’: 
  +7/+7 (1d6+3); 60 ft.’: +7/+7 
  (1d6+3) 
  Melee Javelin +7/+7 (1d6+2) 
  Ranged Javelin (Thrown) 30 
  ft.’: +7/+7 (1d6+2); 90 ft.’: 
  +7/+7 (1d6+2) Range 30, 
  Long 90 
  Melee Shortsword +7 
  (1d6+2 ) 
  Melee +7/+7 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+2); 60 ft.’: 
  +7/+7 (1d4+2) 
  Melee +3 Handaxe +10/+10 
  (1d6+5 ) 
  Ranged +3 Handaxe 20 ft.’: 
  +10/+10 (1d6+5); 60 ft.’: 
  +10/+10 (1d6+5) 
  LG; Medium Humanoid (Elf)
  
  681
  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. 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.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) 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.
  Colossus Slayer Your tenacity can wear down the most potent foes. 
  When you hit a creature with a weapon attack, the creature takes an extra 
  1d8 damage if it’s below its hit point maximum. You can deal this extra 
  damage only once per turn.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
    Low
    Moderate
    Advanced
    Elite
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Arcane Recovery, Cantrips, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Evocation Savant, Potent 
  Cantrip, Preparing and 
  Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Empowered Evocation, 
  Evocation Savant, Potent 
  Cantrip, Preparing and 
  Casting Spells, Ritual 
  Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Languages, Menacing, 
  Relentless Endurance, 
  Savage Attacks, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spell-
  casting
  Save DC 11; Spell Atk +3
  1st: alarm; fog cloud; jump
  Save DC 12; Spell Atk +4
  2nd: find traps; lesser 
  restoration; spike growth
  1st: alarm; fog cloud; jump; 
  speak with animals
  Save DC 13; Spell Atk +5
  3rd: daylight; speak with 
  plants; water walk
  2nd: find traps; lesser 
  restoration; spike growth
  1st: alarm; fog cloud; jump; 
  speak with animals
  Save DC 14; Spell Atk +6
  4th: conjure woodland 
  beings; stoneskin
  3rd: daylight; speak with 
  plants; water walk
  2nd: find traps; lesser 
  restoration; spike growth
  1st: alarm; fog cloud; jump; 
  speak with animals
  Equipment
  Javelin (3x);
  shortsword;
  leather armor;
  handaxe;
  dagger
  Javelin (3x);
  shortsword;
  +1 leather armor;
  +1 handaxe;
  dagger
  Javelin (3x);
  shortsword;
  +2 leather armor;
  +2 handaxe;
  dagger
  Javelin (3x);
  shortsword;
  +3 leather armor;
  +3 handaxe;
  dagger
  
  682
  NPCs
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. 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. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Steel Will You have advantage on saving throws against being frightened.
  Superior Hunter’s Defense At 15th level, you gain one of the following 
  features of your choice.
  Uncanny Dodge When an attacker that you can see hits you with an 
  attack, you can use your reaction to halve the attack’s damage against 
  you.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Whirlwind Attack You can use your action to make a melee attack against 
  any number of creatures within 5 feet of you, with a separate attack roll 
  for each target.
  Two-Weapon Fighting When you engage in two-weapon fighting, you can 
  add your ability modifier to the damage of the second attack.
  Aberrations Advantage on Wisdom (Survival) checks to track Aberrations, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Beasts Advantage on Wisdom (Survival) checks to track Beasts, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  Fiends Advantage on Wisdom (Survival) checks to track Fiends, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  
  683
  NPCs
  Grassblade Dancer
    Thornpriest
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Rogue 4
  Rogue 8
  Rogue 12
  Rogue 16
  Size / Aln
  Medium LG 
  Elf (High)
  Medium LG 
  Elf (High)
  Medium LG 
  Elf (High)
  Medium LG 
  Elf (High)
  HP
  19
  34
  64
  80
  Armor 
  Class
  13
  14
  16
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0) 
  DEX 15 (+4) 
  CON 8 
  (-1) 
  INT 
  17 (+5) 
  WIS 
  13 (+1) 
  CHA 13 (+1)
  STR 
  12 (+1) 
  DEX 15 (+5) 
  CON 8 
  (-1) 
  INT 
  17 (+6) 
  WIS 
  13 (+1) 
  CHA 13 (+1)
  STR 
  12 (+1) 
  DEX 17 (+7) 
  CON 8 
  (-1) 
  INT 
  17 (+7) 
  WIS 
  13 (+1) 
  CHA 13 (+1)
  STR 
  14 (+2) 
  DEX 17 (+8) 
  CON 8 
  (-1) 
  INT 
  17 (+8) 
  WIS 
  13 (+6) 
  CHA 13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  +4 Thieves’ Tools
  Passive Perception 17
  +6 Thieves’ Tools
  Passive Perception 19
  +8 Thieves’ Tools
  Passive Perception 21
  +10 Thieves’ Tools
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Shortsword +4 
  (1d6+2 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +4 (1d6+2); 120 ft.’: +4 
  (1d6+2) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Melee +1 Shortsword +6 
  (1d6+3 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +5 (1d6+2); 120 ft.’: +5 
  (1d6+2)
  Melee Dagger +7 (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+3); 60 ft.’: 
  +7 (1d4+3) 
  Melee +2 Shortsword +9 
  (1d6+5 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +7 (1d6+3); 120 ft.’: 
  +7 (1d6+3) 
  Melee Dagger +8 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+3); 60 ft.’: +8 
  (1d4+3) 
  Melee +3 Shortsword +11 
  (1d6+6 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +8 (1d6+3); 120 ft.’: +8 
  (1d6+3) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow, 
  Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  LG; Medium Humanoid (Elf)
  
  684
  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. 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.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) 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.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Second-Story Work When you choose this archetype at 3rd level, you 
  gain the ability to climb faster than normal; climbing no longer costs 
  you extra movement. In addition, when you make a running jump, the 
  distance you cover increases by a number of feet equal to 3.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant 
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable 
  Talent, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, 
  Uncanny Dodge
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Slippery Mind, 
  Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger;
  shortsword;
  leather armor;
  shortbow;
  arrows (20x)
  Dagger;
  +1 shortsword;
  +1 leather armor;
  shortbow;
  arrows (20x)
  Dagger;
  +2 shortsword;
  +2 leather armor;
  shortbow;
  arrows (20x)
  Dagger;
  +3 shortsword;
  +3 leather armor;
  shortbow;
  arrows (20x)
  
  685
  NPCs
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  686
  NPCs
  Informant
    The Moss
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 5 
  XP 1,800
  CR 8 
  XP 3,900
  CR 11 
  XP 7,200
  Class / HD Ranger 2
  Ranger 5
  Ranger 8
  Ranger 11
  Size / Aln
  Small TN  
  Gnome (Rock)
  Small TN  
  Gnome (Rock)
  Small TN  
  Gnome (Rock)
  Small TN  
  Gnome (Rock)
  HP
  12
  24
  36
  52
  Armor 
  Class
  14
  16
  18
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR 
  10 (+2) 
  DEX 15 (+4) 
  CON 8 
  (-1) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 10 (+0)
  STR 
  10 (+3) 
  DEX 17 (+6) 
  CON 8 
  (-1) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 10 (+0)
  STR 
  10 (+3) 
  DEX 19 (+7) 
  CON 8 
  (-1) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 10 (+0)
  STR 
  10 (+4) 
  DEX 19 (+8) 
  CON 8 
  (-1) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 10 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Passive Perception 15
  Passive Perception 16
  Passive Perception 17
  Languages Common, Draconic, Gnomish
  Attacks
  Melee Dagger (Small) +4 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 
  (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Ranged Sling (Small) ) --> 
  30 ft.’: -2 (1d4+2); 120 ft.’: 
  -2 (1d4+2) 
  Ranged Dart (Small) ) --> 20 
  ft.’: +4 (1d4+2); 80 ft.’: +4 
  (1d4+2) 
  Melee +1 Dagger +7 
  (1d4+4) 
  Ranged +1 Dagger 20 ft.’: 
  +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4) 
  Ranged Sling (Small) ) --> 30 
  ft.’: +0/+0 (1d4+3); 120 ft.’: 
  +0/+0 (1d4+3) 
  Ranged Dart (Small) ) --> 20 
  ft.’: +6/+6 (1d4+3); 80 ft.’: 
  +6/+6 (1d4+3) 
  Melee +2 Dagger  (Small) 
  +9 (1d4+6 ) 
  Ranged +2 Dagger  20 ft.’: 
  +9/+9 (1d4+6); 60 ft.’: 
  +9/+9 (1d4+6) 
  Ranged Sling (Small) ) --> 
  30 ft.’: +1/+1 (1d4+4); 120 
  ft.’: +1/+1 (1d4+4) 
  Ranged Dart (Small) ) --> 
  20 ft.’: +7/+7 (1d4+4); 80 
  ft.’: +7/+7 (1d4+4) 
  Melee +3 Dagger  +11 
  (1d4+7 ) 
  Ranged +3 Dagger  20 ft.’: 
  +11/+11 (1d4+7); 60 ft.’: 
  +11/+11 (1d4+7) 
  Ranged Sling (Small) ) --> 30 
  ft.’: +2/+2 (1d4+4); 120 ft.’: 
  +2/+2 (1d4+4) 
  Ranged Dart (Small) ) --> 20 
  ft.’: +8/+8 (1d4+4); 80 ft.’: 
  +8/+8 (1d4+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  TN; Small Humanoid (Gnome)
  
  687
  NPCs
  Special Abilities
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (8), instead of any proficiency bonus you normally 
  appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Favored Enemy, Fighting 
  Style, Natural Explorer, 
  Spellcasting, Spell Slots, 
  Defense, Humanoids, Forest
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Ability 
  Score Improvement, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Horde 
  Breaker, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Defense, 
  Humanoids, Forest
   Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Defensive 
  Tactics, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Horde Breaker, 
  Hunter, Hunter’s Prey, 
  Land’s Stride, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Defense, 
  Beasts, Humanoids, Forest, 
  Grassland
  Spellcaster Spell Slots, Ability 
  Score Increase, Artificer’s 
  Lore, Darkvision, Gnome 
  Cunning, Languages, Tinker, 
  Tinker’s Tools, Ability Score 
  Improvement, Defensive 
  Tactics, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Hide in Plain Sight, 
  Horde Breaker, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Volley, Defense, 
  Beasts, Humanoids, Desert, 
  Forest, Grassland
  Spell-
  casting
  Save DC 11; Spell Atk +2
  1st: alarm; fog cloud; 
  longstrider
  Save DC 12; Spell Atk +3
  2nd: barkskin; find traps; 
  pass without trace
  1st: alarm; fog cloud; jump; 
  longstrider
  Save DC 13; Spell Atk +4
  3rd: conjure animals; 
  protection from energy; 
  water breathing
  2nd: barkskin; find traps; 
  pass without trace
  1st: alarm; fog cloud; jump; 
  longstrider
  Save DC 14; Spell Atk +6
  4th: freedom of movement; 
  stoneskin
  3rd: conjure animals; 
  protection from energy; 
  water breathing
  2nd: barkskin; find traps; 
  pass without trace
  1st: alarm; fog cloud; jump; 
  longstrider
  Equipment
  Dagger (small);
  sling (small);
  sling bullets (20x);
  leather armor (small);
  dart (4x, small)
  +1 dagger (small);
  sling (small);
  sling bullets (20x);
  +1 leather armor (small);
  dart (4x, small)
  +2 dagger (small);
  sling (small);
  sling bullets (20x);
  +2 leather armor (small);
  dart (4x, small)
  +3 dagger (small);
  sling (small);
  sling bullets (20x);
  +3 leather armor (small);
  dart (4x, small)
  
  688
  NPCs
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Horde Breaker Once on each of your turns when you make a weapon 
  attack, you can make another attack with the same weapon against a 
  different creature that is within 5 feet of the original target and within 
  range of your weapon.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Multiattack Defense When a creature hits you with an attack, you gain a 
  +4 bonus to AC against all subsequent attacks made by that creature for 
  the rest of the turn.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. 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. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Volley You can use your action to make a ranged attack against any 
  number of creatures within 10 feet of a point you can see within your 
  weapon’s range. You must have ammunition for each target, as normal, 
  and you make a separate attack roll for each target.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Beasts Advantage on Wisdom (Survival) checks to track Beasts, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  Humanoids Advantage on Wisdom (Survival) checks to track Humanoids, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  
  689
  NPCs
  Ingredient Harvester
    Liquid Guardian
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 5 
  XP 1,800
  CR 8 
  XP 3,900
  CR 11 
  XP 7,200
  Class / HD Ranger 2
  Ranger 5
  Ranger 8
  Ranger 11
  Size / Aln
  Small LN 
  Halfling (Lightfoot)
  Small LN 
  Halfling (Lightfoot)
  Small LN 
  Halfling (Lightfoot)
  Small LN 
  Halfling (Lightfoot)
  HP
  21
  42
  68
  94
  Armor 
  Class
  13
  15
  17
  18
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR 
  9 
  (+1) 
  DEX 13 (+3) 
  CON 12 (+1) 
  INT 
  12 (+1) 
  WIS 
  9 
  (-1) 
  CHA 12 (+1)
  STR 
  9 
  (+2) 
  DEX 15 (+5) 
  CON 12 (+1) 
  INT 
  12 (+1) 
  WIS 
  9 
  (-1) 
  CHA 12 (+1)
  STR 
  9 
  (+2) 
  DEX 17 (+6) 
  CON 12 (+1) 
  INT 
  12 (+1) 
  WIS 
  9 
  (-1) 
  CHA 12 (+1)
  STR 
  9 
  (+3) 
  DEX 17 (+7) 
  CON 12 (+1) 
  INT 
  12 (+1) 
  WIS 
  9 
  (-1) 
  CHA 12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Languages Common, Draconic, Halfling
  Attacks
  Melee Dagger (Small) +3 
  (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Melee Morningstar (Small) 
  +1 (1d8-1 ) 
  Ranged Longbow (Small) 
  ) --> 150 ft.’: +3 (1d8+1); 
  600 ft.’: +3 (1d8+1) 
  Melee Morningstar (Small) 
  +2/+2 (1d8-1 ) 
  Melee Dagger (Small) +5 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5/+5 
  (1d4+2); 60 ft.’: +5/+5 
  (1d4+2) 
  Ranged +1 Longbow ) --> 
  150 ft.’: +6/+6 (1d8+3); 
  600 ft.’: +6/+6 (1d8+3)
  Melee Morningstar (Small) 
  +2/+2 (1d8-1 ) 
  Melee Dagger (Small) +6 
  (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6/+6 
  (1d4+3); 60 ft.’: +6/+6 
  (1d4+3) 
  Ranged +2 Longbow ) --> 
  150 ft.’: +8/+8 (1d8+5); 
  600 ft.’: +8/+8 (1d8+5) 
  Melee Morningstar (Small) 
  +3/+3 (1d8-1 ) 
  Melee Dagger (Small) +7 
  (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7/+7 
  (1d4+3); 60 ft.’: +7/+7 
  (1d4+3) 
  Ranged +3 Longbow ) --> 
  150 ft.’: +10/+10 (1d8+6); 
  600 ft.’: +10/+10 (1d8+6) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  LN; Small Humanoid (Halfling)
  
  690
  NPCs
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Defensive Tactics At 7th level, you gain one of the following features of 
  your choice.
  Escape the Horde Opportunity attacks against you are made with 
  disadvantage.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Giant Killer When a Large or larger creature within 5 feet of you hits 
  or misses you with an attack, you can use your reaction to attack that 
  creature immediately after its attack, provided that you can see the 
  creature.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Favored Enemy, 
  Fighting Style, Natural 
  Explorer, Spellcasting, Spell 
  Slots, Defense, Fiends, 
  Grassland
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant 
  Killer, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Defense, Fiends, 
  Grassland 
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Defensive 
  Tactics, Escape the Horde, 
  Extra Attack, Favored 
  Enemy, Fighting Style, 
  Giant Killer, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Defense, 
  Fiends, Humanoids, Forest, 
  Grassland
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Defensive 
  Tactics, Escape the Horde, 
  Extra Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Volley, Defense, 
  Fiends, Humanoids, Forest, 
  Grassland, Swamp
  Spell-
  casting
  Save DC 9; Spell Atk +1
  1st: cure wounds; fog cloud
  Save DC 10; Spell Atk +2
  1st: cure wounds; fog cloud; 
  jump; speak with animals
  Save DC 10; Spell Atk +2
  2nd: find traps; silence; 
  spike growth
  1st: cure wounds; fog 
  cloud; jump; speak with 
  animals
  Save DC 11; Spell Atk +3
  3rd: daylight; plent growth; 
  speak with plants
  2nd: find traps; silence; spike 
  growth
  1st: cure wounds; fog cloud; 
  jump; speak with animals
  Equipment
  Dagger (small);
  morningstar (small);
  leather armor (small);
  longbow (small);
  arrows (20x)
  Dagger (small);
  morningstar (small);
  +1 leather armor (small);
  +1 longbow (small);
  arrows (20x)
  Dagger (small);
  morningstar (small);
  +2 leather armor (small);
  +2 longbow (small);
  arrows (20x)
  Dagger (small);
  morningstar (small);
  +3 leather armor (small);
  +3 longbow (small);
  arrows (20x)
  
  691
  NPCs
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. 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. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Volley You can use your action to make a ranged attack against any 
  number of creatures within 10 feet of a point you can see within your 
  weapon’s range. You must have ammunition for each target, as normal, 
  and you make a separate attack roll for each target.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Fiends Advantage on Wisdom (Survival) checks to track Fiends, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  Humanoids Advantage on Wisdom (Survival) checks to track Humanoids, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  
  692
  NPCs
  Leafguard
    Leaf Whisperer
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Ranger 4
  Ranger 8
  Ranger 12
  Ranger 16
  Size / Aln
  Medium NG 
  Half-Elf
  Medium NG 
  Half-Elf
  Medium NG 
  Half-Elf
  Medium NG 
  Half-Elf
  HP
  31
  59
  77
  104
  Armor 
  Class
  15
  17
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  10 (+2) 
  DEX 17 (+5) 
  CON 12 (+1) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 9 
  (-1)
  STR 
  10 (+3) 
  DEX 19 (+7) 
  CON 12 (+1) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 9 
  (-1)
  STR 
  11 (+4) 
  DEX 20 (+9) 
  CON 12 (+1) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 9 
  (-1)
  STR 
  13 (+6) 
  DEX 20 (+10) 
  CON 12 (+1) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 9 
  (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Passive Perception 12
  Passive Perception 12
  Passive Perception 12
  Languages Common, Dwarvish, Elvish, Gnomish
  Attacks
  Ranged Longbow ) --> 150 
  ft.’: +7 (1d8+3); 600 ft.’: +7 
  (1d8+3) 
  Melee Shortsword +5 
  (1d6+3 ) 
  Ranged +1 Longbow ) --> 
  150 ft.’: +10/+10 (1d8+5); 
  600 ft.’: +10/+10 (1d8+5) 
  Melee Shortsword +7/+7 
  (1d6+4 ) 
  Ranged +2 Longbow ) --> 
  150 ft.’: +13/+13 (1d8+7); 
  600 ft.’: +13/+13 (1d8+7) 
  Melee Shortsword +9/+9 
  (1d6+5 ) 
  Ranged +3 Longbow ) --> 
  150 ft.’: +15/+15 (1d8+8); 
  600 ft.’: +15/+15 (1d8+8) 
  Melee Shortsword +10/+10 
  (1d6+5 ) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  NG; Medium Humanoid (Half-Elf)
  
  693
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Giant Killer When a Large or larger creature within 5 feet of you hits 
  or misses you with an attack, you can use your reaction to attack that 
  creature immediately after its attack, provided that you can see the 
  creature.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Multiattack Defense When a creature hits you with an attack, you gain a 
  +4 bonus to AC against all subsequent attacks made by that creature for 
  the rest of the turn.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. When you make an Intelligence or 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hunter, 
  Hunter’s Prey, Natural 
  Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, 
  Monstrosities, Desert
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hunter, Hunter’s Prey, 
  Land’s Stride, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, Beasts, 
  Monstrosities, Desert, Forest
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Volley, Archery, 
  Beasts, Monstrosities, 
  Desert, Forest, Grassland
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Stand Against 
  the Tide, Superior Hunter’s 
  Defense, Vanish, Volley, 
  Archery, Beasts, Elementals, 
  Monstrosities, Desert, Forest, 
  Grassland
  Spell-
  casting
  Save DC 12; Spell Atk +4
  1st: cure wounds; fog 
  cloud; jump
  Save DC 13; Spell Atk +5
  2nd: barkskin; locate object; 
  pass without trace
  1st: cure wounds; fog cloud; 
  jump; speak with animals
  Save DC 14; Spell Atk +6
  3rd: nondetection; plant 
  growth; water walk
  2nd: barkskin; locate 
  object; pass without trace
  1st: cure wounds; fog 
  cloud; jump; speak with 
  animals
  Save DC 15; Spell Atk +7
  4th: locate creature; 
  stoneskin
  3rd: nondetection; plant 
  growth; water walk
  2nd: barkskin; locate object; 
  pass without trace
  1st: cure wounds; fog cloud; 
  jump; speak with animals
  Equipment
  Longbow;
  arrows (20x);
  studded leather armor;
  shortsword
  +1 longbow;
  arrows (20x);
  +1 studded leather armor;
  shortsword
  +2 longbow;
  arrows (20x);
  +2 studded leather 
  armor;
  shortsword
  +3 longbow;
  arrows (20x);
  +3 studded leather armor;
  shortsword
  
  694
  NPCs
  Wisdom check related to your favored terrain, your proficiency bonus is 
  doubled if you are using a skill that you’re proficient in. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Stand Against the Tide When a hostile creature misses you with a melee 
  attack, you can use your reaction to force that creature to repeat the same 
  attack against another creature (other than itself) of your choice.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Volley You can use your action to make a ranged attack against any 
  number of creatures within 10 feet of a point you can see within your 
  weapon’s range. You must have ammunition for each target, as normal, 
  and you make a separate attack roll for each target.
  Archery You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Beasts Advantage on Wisdom (Survival) checks to track Beasts, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  Elementals Advantage on Wisdom (Survival) checks to track Elementals, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Monstrosities Advantage on Wisdom (Survival) checks to track 
  Monstrosities, as well as on Intelligence checks to recall information 
  about them. You also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all.
  
  695
  NPCs
  Leafpreacher
    Leaf Whisperer
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Cleric 4
  Cleric 8
  Cleric 12
  Cleric 16
  Size / Aln
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  HP
  17
  39
  56
  76
  Armor 
  Class
  17
  18
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  7 
  (-2) 
  WIS 
  16 (+5) 
  CHA 15 (+4)
  STR 
  17 (+3) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  7 
  (-2) 
  WIS 
  16 (+6) 
  CHA 15 (+5)
  STR 
  18 (+4) 
  DEX 13 (+2) 
  CON 10 (+0) 
  INT 
  7 
  (-2) 
  WIS 
  16 (+7) 
  CHA 15 (+6)
  STR 
  20 (+5) 
  DEX 14 (+2) 
  CON 10 (+0) 
  INT 
  7 
  (-2) 
  WIS 
  16 (+8) 
  CHA 15 (+7)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  Armor - Disad on Stealth
  Passive Perception 13
  Armor - Disad on Stealth
  Passive Perception 13
  Armor - Disad on Stealth
  Passive Perception 13
  Armor - Disad on Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Mace +4 (1d6+2 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +3 (1d8+1); 320 
  ft.’: +3 (1d8+1) 
  Melee +1 Mace +7 (1d6+4) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +4 (1d8+1); 320 ft.’: 
  +4 (1d8+1) 
  Melee +2 Mace +10 
  (1d6+6 )
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +6 (1d8+2); 320 
  ft.’: +6 (1d8+2) 
  Melee +3 Mace +13 (1d6+8) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +7 (1d8+2); 320 ft.’: 
  +7 (1d8+2) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, Sickle, 
  Sling, Spear
  NE; Medium Humanoid (Human)
  
  696
  NPCs
  Special Abilities
  Blessed Healer Beginning at 6th level, the healing spells you cast on 
  others heal you as well. When you cast a spell of 1st level or higher that 
  restores hit points to a creature other than you, you regain hit points equal 
  to 2 + the spell’s level.
  Bonus Proficiency When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Channel Divinity At 2nd level, you gain the ability to channel divine energy 
  directly from your deity, using that energy to fuel magical effects. You 
  start with two such effects: Turn Undead and an effect determined by 
  your domain. Some domains grant you additional effects as you advance 
  in levels, as noted in the domain description. When you use your Channel 
  Divinity, you choose which effect to create. You must then finish a short 
  or long rest to use your Channel Divinity again. Some Channel Divinity 
  effects require saving throws. When you use such an effect from this 
  class, the DC equals your cleric spell save DC. You can use your Channel 
  Divinity 2 times between rests. When you finish a short or long rest, you 
  regain your expended uses.
  Channel Divinity: Preserve Life Starting at 2nd level, you can use your 
  Channel Divinity to heal the badly injured. As an action, you present your 
  holy symbol and evoke healing energy that can restore a number of hit 
  points equal to 80. Choose any creatures within 30 feet of you, and divide 
  those hit points among them. This feature can restore a creature to no 
  more than half of its hit point maximum. You can’t use this feature on an 
  undead or a construct.
  Channel Divinity: Turn Undead As an action, you present your holy symbol 
  and speak a prayer censuring the undead. Each undead that can see or 
  hear you within 30 feet of you must make a Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 minute or until it takes 
  any damage. A turned creature must spend its turns trying to move as far 
  away from you as it can, and it can’t willingly move to a space within 30 
  feet of you. It also can’t take reactions. For its action, it can use only the 
  Dash action or try to escape from an effect that prevents it from moving. 
  If there’s nowhere to move, the creature can use the Dodge action.
  Destroy Undead (CR 3) Starting at 5th level, when an undead fails its 
  saving throw against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below a certain threshold, as 
  shown in the Destroy Undead table.
  Disciple of Life Also starting at 1st level, your healing spells are more 
  effective. Whenever you use a spell of 1st level or higher to restore hit 
  points to a creature, the creature regains additional hit points equal to 2 + 
  the spell’s level.
  Divine Domain Choose one domain related to your deity: Knowledge, 
  Life, Light, Nature, Tempest, Trickery, or War. The Life domain is 
  detailed at the end of the class description and provides examples of 
  gods associated with it. See the Player’s Handbook for details on all 
  the domains. Your choice grants you domain spells and other features 
  when you choose it at 1st level. It also grants you additional ways to use 
  Channel Divinity when you gain that feature at 2nd level, and additional 
  benefits at 6th, 8th, and 17th levels.
  Divine Intervention Beginning at 10th level, you can call on your deity to 
  intervene on your behalf when your need is great. Imploring your deity’s 
  aid requires you to use your action. Describe the assistance you seek, and 
  roll percentile dice. If you roll a number equal to or lower than 16, then 
  your deity intervenes. The DM chooses the nature of the intervention; 
  the effect of any cleric spell or cleric domain spell would be appropriate. 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Disciple of Life, 
  Divine Domain, Spellcasting 
  Ability
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  1), Disciple of Life, Divine 
  Domain, Divine Strike, 
  Spellcasting Ability
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 2), Disciple of Life, 
  Divine Domain, Divine 
  Intervention, Divine Strike, 
  Spellcasting Ability
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  3), Disciple of Life, Divine 
  Domain, Divine Intervention, 
  Divine Strike, Spellcasting 
  Ability
  Spell-
  casting
  Save DC 13; Spell Atk +5
  2nd: aid; hold person; 
  prayer of healing
  1st: bless; guiding bolt; 
  shield of faith
  Save DC 14; Spell Atk +6
  4th: divination; guardian of 
  faith; stone shape
  3rd: create food and water; 
  magic circle; remove curse
  2nd: aid; hold person; prayer 
  of healing
  1st: bless; guiding bolt; 
  shield of faith
  Save DC 15; Spell Atk +7
  6th: true seeing
  5th: commune; greater 
  restoration; insect plague
  4th: divination; guardian of 
  faith; stone shape
  3rd: create food and water; 
  magic circle; remove curse
  2nd: aid; hold person; 
  prayer of healing
  1st: bless; guiding bolt; 
  shield of faith
  Save DC 16; Spell Atk +8
  8th: control weather
  7th: symbol
  6th: true seeing
  5th: commune; greater 
  restoration; insect plague
  4th: divination; guardian of 
  faith; stone shape
  3rd: create food and water; 
  magic circle; remove curse
  2nd: aid; hold person; prayer 
  of healing
  1st: bless; guiding bolt; 
  shield of faith
  Equipment
  Mace;
  scale mail;
  shield;
  light crossbow;
  crossbow bolts (10x)
  +1 mace;
  +1 scale mail;
  shield;
  light crossbow;
  crossbow bolts (10x)
  +2 mace;
  +2 scale mail;
  shield;
  light crossbow;
  crossbow bolts (10x)
  +3 mace;
  +3 scale mail;
  shield;
  light crossbow;
  crossbow bolts (10x)
  
  697
  NPCs
  If your deity intervenes, you can’t use this feature again for 7 days. 
  Otherwise, you can use it again after you finish a long rest. At 20th level, 
  your call for intervention succeeds automatically, no roll required.
  Divine Strike At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an extra 
  2d8 radiant damage to the target.
  
  698
  NPCs
  Leafsinger
    Leaf Whisperer
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Druid 4
  Druid 8
  Druid 12
  Druid 16
  Size / Aln
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  HP
  17
  41
  58
  78
  Armor 
  Class
  15
  16
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0) 
  DEX 18 (+4) 
  CON 10 (+0) 
  INT 
  7 
  (+0) 
  WIS 
  18 (+6) 
  CHA 10 (+0)
  STR 
  13 (+1) 
  DEX 18 (+4) 
  CON 10 (+0) 
  INT 
  7 
  (+0) 
  WIS 
  18 (+7) 
  CHA 10 (+0)
  STR 
  15 (+2) 
  DEX 18 (+4) 
  CON 10 (+0) 
  INT 
  7 
  (+2) 
  WIS 
  18 (+8) 
  CHA 10 (+0)
  STR 
  17 (+3) 
  DEX 18 (+4) 
  CON 10 (+0) 
  INT 
  7 
  (+3) 
  WIS 
  18 (+9) 
  CHA 10 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 16
  +2 Herbalism Kit
  Passive Perception 17
  +3 Herbalism Kit
  Passive Perception 18
  +4 Herbalism Kit
  Passive Perception 19
  +5 Herbalism Kit
  Languages Common, Druidic, Elvish, Gnomish
  Attacks
  Melee Dagger +6 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Melee Scimitar +6 (1d6+4 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +6 (1d6+4); 120 ft.’: +6 
  (1d6+4) 
  Melee Dagger +7 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+4); 60 ft.’: +7 
  (1d4+4) 
  Melee +1 Scimitar +8 
  (1d6+5 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +7 (1d6+4); 120 ft.’: +7 
  (1d6+4) 
  Melee Dagger +8 (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4) 
  Melee +2 Scimitar +10 
  (1d6+6 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +8 (1d6+4); 120 ft.’: 
  +8 (1d6+4) 
  Melee Dagger +9 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4) 
  Melee +3 Scimitar +12 
  (1d6+7 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +9 (1d6+4); 120 ft.’: +9 
  (1d6+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Longbow, Longsword, Mace, Quarterstaff, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear
  TN; Medium Humanoid (Elf)
  
  699
  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. 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.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) 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.
  Druidic You know Druidic, the secret language of druids. You can speak 
  the language and use it to leave hidden messages. You and others who 
  know this language automatically spot such a message. Others spot the 
  message’s presence with a successful DC 15 Wisdom (Perception) check 
  but can’t decipher it without magic.
  Land’s Stride Starting at 6th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Recovery Starting at 2nd level, you can regain some of your 
  magical energy by sitting in meditation and communing with nature. 
  During a short rest, you choose expended spell slots to recover. The spell 
  slots can have a combined level that is equal to or less than 8, and none 
  of the slots can be 6th level or higher. You can’t use this feature again 
  until you finish a long rest For example, when you are a 4th-level druid, 
  you can recover up to two levels worth of spell slots. You can recover 
  either a 2nd-level slot or two 1st-level slots.
  Nature’s Sanctuary When you reach 14th level, creatures of the natural 
  world sense your connection to nature and become hesitant to attack 
  you. When a beast or plant creature attacks you, that creature must 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Natural Recovery, Ritual 
  Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Ritual Casting, 
  Spellcasting, Spellcasting 
  Focus, Wild Shape, Circle of 
  the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, Ability 
  Score Increase, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spell-
  casting
  Save DC 14; Spell Atk +6
  2nd: flame blade; gust of 
  wind; spike growth
  1st: animal friendship; 
  charm person; entangle; 
  thunderwave
  Save DC 15; Spell Atk +7
  4th: dominate beast; stone 
  shape; stoneskin
  3rd: conjure animals; meld 
  into stone; wind wall
  2nd: flame blade; gust of 
  wind; spike growth
  1st: animal friendship; 
  charm person; entangle; 
  thunderwave
  Save DC 16; Spell Atk +8
  6th: conjure fey
  5th: antilife shell; wall of 
  stone
  4th: dominate beast; stone 
  shape; stoneskin
  3rd: conjure animals; meld 
  into stone; wind wall
  2nd: flame blade; gust of 
  wind; spike growth
  1st: animal friendship; 
  charm person; entangle; 
  thunderwave
  Save DC 17; Spell Atk +9
  8th: animal shapes
  7th: regenerate
  6th: conjure fey
  5th: antilife shell; wall of 
  stone
  4th: dominate beast; stone 
  shape; stoneskin
  3rd: conjure animals; meld 
  into stone; wind wall
  2nd: flame blade; gust of 
  wind; spike growth
  1st: animal friendship; 
  charm person; entangle; 
  thunderwave
  Equipment
  Dagger;
  scimitar;
  leather armor;
  shortbow;
  arrows (20x)
  Dagger;
  +1 scimitar;
  +1 leather armor;
  shortbow;
  arrows (20x)
  Dagger;
  +2 scimitar;
  +2 leather armor;
  shortbow;
  arrows (20x)
  Dagger;
  +3 scimitar;
  +3 leather armor;
  shortbow;
  arrows (20x)
  
  700
  NPCs
  make a Wisdom saving throw against your druid spell save DC: 17. On 
  a failed save, the creature must choose a different target, or the attack 
  automatically misses. On a successful save, the creature is immune to 
  this effect for 24 hours. The creature is aware of this effect before it 
  makes its attack against you.
  Nature’s Ward When you reach 10th level, you can’t be charmed or 
  frightened by elementals or fey, and you are immune to poison and 
  disease.
  Ritual Casting You can cast a druid spell as a ritual if that spell has the 
  ritual tag and you have the spell prepared.
  Wild Shape Starting at 2nd level, you can use your action to magically 
  assume the shape of a beast that you have seen before. You can use 
  this feature twice. You regain expended uses when you finish a short or 
  long rest. Your druid level determines the beasts you can transform into. 
  At 2nd level, for example, you can transform into any beast that has a 
  challenge rating of 1/4 or lower that doesn’t have a flying or swimming 
  speed. You can stay in a beast shape for a number of hours equal to 8. 
  You then revert to your normal form unless you expend another use of 
  this feature. You can revert to your normal form earlier by using a bonus 
  action on your turn. You automatically revert if you fall unconscious, drop 
  to 0 hit points, or die. While you are transformed, the following rules 
  apply: Your game statistics are replaced by the statistics of the beast, 
  but you retain your alignment, personality, and Intelligence, Wisdom, 
  and Charisma scores. You also retain all of your skill and saving throw 
  proficiencies, in addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus in its stat block is higher 
  than yours, use the creature’s bonus instead of yours. If the creature has 
  any legendary or lair actions, you can’t use them. When you transform, 
  you assume the beast’s hit points and Hit Dice. When you revert to your 
  normal form, you return to the number of hit points you had before 
  you transformed. However, if you revert as a result of dropping to 0 hit 
  points, any excess damage carries over to your normal form. For example, 
  if you take 10 damage in animal form and have only 1 hit point left, you 
  revert and take 9 damage. As long as the excess damage doesn’t reduce 
  your normal form to 0 hit points, you aren’t knocked unconscious. You 
  can’t cast spells, and your ability to speak or take any action that requires 
  hands is limited to the capabilities of your beast form. Transforming 
  doesn’t break your concentration on a spell you’ve already cast, however, 
  or prevent you from taking actions that are part of a spell, such as call 
  lightning, that you’ve already cast. You retain the benefit of any features 
  from your class, race, or other source and can use them if the new form is 
  physically capable of doing so. However, you can’t use any of your special 
  senses, such as darkvision, unless your new form also has that sense. 
  You choose whether your equipment falls to the ground in your space, 
  merges into your new form, or is worn by it. Worn equipment functions 
  as normal, but the DM decides whether it is practical for the new form to 
  wear a piece of equipment, based on the creature’s shape and size. Your 
  equipment doesn’t change size or shape to match the new form, and any 
  equipment that the new form can’t w ear must either fall to the ground or 
  merge with it. Equipment that merges with the form has no effect until 
  you leave the form.
  Circle of the Land The Circle of the Land is made up of mystics and sages 
  who safeguard ancient knowledge and rites through a vast oral tradition. 
  These druids meet within sacred circles of trees or standing stones to 
  whisper primal secrets in Druidic. The circle’s wisest members preside 
  as the chief priests of communities that hold to the Old Faith and serve 
  as advisors to the rulers of those folk. As a member of this circle, your 
  magic is influenced by the land where you were initiated into the circle’s 
  mysterious rites.
  
  701
  NPCs
  Longsight Crone
    Ever-Present Occulus
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Wizard 4
  Wizard 8
  Wizard 12
  Wizard 16
  Size / Aln
  Medium NE 
  Tiefling
  Medium NE 
  Tiefling
  Medium NE 
  Tiefling
  Medium NE 
  Tiefling
  HP
  30
  58
  91
  116
  Armor 
  Class
  14
  15
  16
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  7 
  (-2) 
  DEX 13 (+1) 
  CON 16 (+3) 
  INT 
  20 (+7) 
  WIS 
  7 
  (+0) 
  CHA 9 
  (-1)
  STR 
  7 
  (-2) 
  DEX 15 (+2) 
  CON 16 (+3) 
  INT 
  20 (+8) 
  WIS 
  7 
  (+1) 
  CHA 9 
  (-1)
  STR 
  7 
  (-2) 
  DEX 17 (+3) 
  CON 16 (+3) 
  INT 
  20 (+9) 
  WIS 
  7 
  (+2) 
  CHA 9 
  (-1)
  STR 
  7 
  (-2) 
  DEX 19 (+4) 
  CON 16 (+3) 
  INT 
  20 (+10) 
  WIS 
  7 
  (+3) 
  CHA 9 
  (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Languages Common, Infernal
  Attacks
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged Dart ) --> 20 ft.’: -7 
  (1d4+1); 80 ft.’: -7 (1d4+1) 
  Melee Quarterstaff +0 
  (1d8-2 )
  Ranged Dart ) --> 20 ft.’: -5 
  (1d4+2); 80 ft.’: -5 (1d4+2) 
  Melee +1 Dagger +6 
  (1d4+3) 
  Ranged +1 Dagger 20 ft.’: 
  +6 (1d4+3); 60 ft.’: +6 
  (1d4+3) 
  Melee Quarterstaff +1 (1d8-
  2 )
  Ranged Dart ) --> 20 ft.’: -3 
  (1d4+3); 80 ft.’: -3 (1d4+3) 
  Melee +2 Dagger +9 
  (1d4+5 ) 
  Ranged +2 Dagger 20 ft.’: 
  +9 (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Melee Quarterstaff +2 
  (1d8-2 )
  Ranged Dart ) --> 20 ft.’: -1 
  (1d4+4); 80 ft.’: -1 (1d4+4) 
  Melee +3 Dagger +12 
  (1d4+7 ) 
  Ranged +3 Dagger 20 ft.’: 
  +12 (1d4+7); 60 ft.’: +12 
  (1d4+7) 
  Melee Quarterstaff +3 (1d8-
  2 )
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  NE; Medium Humanoid (Tiefling)
  
  702
  NPCs
  Special Abilities
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. 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.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  12.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 8, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 2nd-
  level spell slot or two 1st-level spell slots.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Hellish Resistance, Infernal 
  Legacy, Languages, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellbook, Spellcasting
  Spell-
  casting
  Save DC 15; Spell Atk +7
  2nd: detect thoughts; 
  knock; locate object
  1st: comprehend languages; 
  detect magic; identify; 
  unseen servant
  Save DC 16; Spell Atk +8
  4th: arcane eye; locate 
  creature; private sanctum
  3rd: clairvoyance; gaseous 
  form; sending
  2nd: detect thoughts; knock; 
  locate object
  1st: comprehend languages; 
  detect magic; identify; 
  unseen servant
  Save DC 17; Spell Atk +9
  6th: true seeing
  5th: contact other plane; 
  scrying
  4th: arcane eye; locate 
  creature; private sanctum
  3rd: clairvoyance; gaseous 
  form; sending
  2nd: detect thoughts; 
  knock; locate object
  1st: comprehend 
  languages; detect magic; 
  identify; unseen servant
  Save DC 18; Spell Atk +10
  8th: antipathy/sympathy
  7th: plane shift
  6th: true seeing
  5th: contact other plane; 
  scrying
  4th: arcane eye; locate 
  creature; private sanctum
  3rd: clairvoyance; gaseous 
  form; sending
  2nd: detect thoughts; knock; 
  locate object
  1st: comprehend languages; 
  detect magic; identify; 
  unseen servant
  Equipment
  Dagger;
  dart (4x);
  quarterstaff
  +1 dagger;
  dart (4x);
  quarterstaff
  +2 dagger;
  dart (4x);
  quarterstaff
  +3 dagger;
  dart (4x);
  quarterstaff
  
  703
  NPCs
  Merchant Guard
    Adamantium Trail
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Fighter 4
  Fighter 8
  Fighter 12
  Fighter 16
  Size / Aln
  Medium LN 
  Half-Orc
  Medium LN 
  Half-Orc
  Medium LN 
  Half-Orc
  Medium LN 
  Half-Orc
  HP
  37
  65
  101
  160
  Armor 
  Class
  15
  17
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  17 (+5) 
  DEX 13 (+1) 
  CON 17 (+5) 
  INT 
  8 
  (-1) 
  WIS 
  7 
  (-2) 
  CHA 12 (+1)
  STR 
  20 (+8) 
  DEX 14 (+2) 
  CON 17 (+6) 
  INT 
  8 
  (-1) 
  WIS 
  7 
  (-2) 
  CHA 12 (+1)
  STR 
  20 (+9) 
  DEX 16 (+3) 
  CON 17 (+7) 
  INT 
  8 
  (-1) 
  WIS 
  7 
  (-2) 
  CHA 12 (+1)
  STR 
  20 (+10) 
  DEX 18 (+4) 
  CON 19 (+9) 
  INT 
  8 
  (-1) 
  WIS 
  7 
  (-2) 
  CHA 12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8
  Armor - Disad on Stealth
  Passive Perception 8
  Armor - Disad on Stealth
  Passive Perception 8
  Armor - Disad on Stealth
  Passive Perception 8
  Armor - Disad on Stealth
  Languages Common, Orc
  Attacks
  Melee Dagger +5 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee Scimitar +5 (1d6+3 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +3 (1d6+1); 120 ft.’: +3 
  (1d6+1) 
  Melee Dagger +8 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Melee +1 Scimitar +9/+9 
  (1d6+6 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +5/+5 (1d6+2); 120 ft.’: 
  +5/+5 (1d6+2) 
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9/+9 (1d4+5); 
  60 ft.’: +9/+9/+9 (1d4+5) 
  Melee +2 Scimitar 
  +11/+11/+11 (1d6+7 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +7/+7/+7 (1d6+3); 
  120 ft.’: +7/+7/+7 (1d6+3) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Melee +3 Scimitar 
  +13/+13/+13 (1d6+8 )
  Ranged Shortbow ) --> 30 
  ft.’: +9/+9/+9 (1d6+4); 120 
  ft.’: +9/+9/+9 (1d6+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  LN; Medium Humanoid (Half-Orc)
  
  704
  NPCs
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. 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.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Dueling, 
  Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger;
  scimitar;
  scale mail;
  shortbow;
  arrows (20x)
  Dagger;
  +1 scimitar;
  +1 scale mail;
  shortbow;
  arrows (20x)
  Dagger;
  +2 scimitar;
  +2 scale mail;
  shortbow;
  arrows (20x)
  Dagger;
  +3 scimitar;
  +3 scale mail;
  shortbow;
  arrows (20x)
  
  705
  NPCs
  Oakguard
    Mace & Blade
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Fighter 4
  Fighter 8
  Fighter 12
  Fighter 16
  Size / Aln
  Medium NG 
  Human
  Medium NG 
  Human
  Medium NG 
  Human
  Medium NG 
  Human
  HP
  34
  63
  96
  158
  Armor 
  Class
  16
  17
  18
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  17 (+5) 
  DEX 10 (+0) 
  CON 15 (+4) 
  INT 
  9 
  (-1) 
  WIS 
  15 (+2) 
  CHA 8 
  (-1)
  STR 
  19 (+7) 
  DEX 10 (+0) 
  CON 17 (+6) 
  INT 
  9 
  (-1) 
  WIS 
  15 (+2) 
  CHA 8 
  (-1)
  STR 
  20 (+9) 
  DEX 10 (+0) 
  CON 17 (+7) 
  INT 
  9 
  (-1) 
  WIS 
  15 (+2) 
  CHA 8 
  (-1)
  STR 
  20 (+10) 
  DEX 12 (+0) 
  CON 20 (+10) 
  INT 
  9 
  (-1) 
  WIS 
  15 (+2) 
  CHA 8 
  (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Armor - Disad on Stealth
  Passive Perception 12
  Armor - Disad on Stealth
  Passive Perception 12
  Armor - Disad on Stealth
  Passive Perception 12
  Armor - Disad on Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Warhammer +5 
  (1d8+5 ) 
  Melee Light Hammer +5 
  (1d4+5 ) 
  Melee Light Hammer 
  (Thrown) 20 ft.’: +5 
  (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee +1 Warhammer 
  +8/+8 (1d8+7 ) 
  Melee Light Hammer +7/+7 
  (1d4+6 ) 
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +7/+7 
  (1d4+4); 60 ft.’: +7/+7 
  (1d4+4) 
  Melee +2 Warhammer 
  +11/+11/+11 (1d8+9 ) 
  Melee Light Hammer 
  +9/+9/+9 (1d4+7 ) 
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +9/+9/+9 
  (1d4+5); 60 ft.’: +9/+9/+9 
  (1d4+5) 
  Melee +3 Warhammer 
  +13/+13/+13 (1d8+10 ) 
  Melee Light Hammer 
  +10/+10/+10 (1d4+7 ) 
  Ranged Light Hammer 
  (Thrown) 20 ft.’: 
  +10/+10/+10 (1d4+5); 60 
  ft.’: +10/+10/+10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  NG; Medium Humanoid (Human)
  
  706
  NPCs
  Special Abilities
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a critical 
  hit on a roll of 18-20.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Dueling
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Remarkable Athlete, Second 
  Wind, Dueling
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Dueling, 
  Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Warhammer;
  scale mail;
  shield;
  light hammer (2x)
  +1 warhammer;
  +1 scale mail;
  shield;
  light hammer (2x)
  +2 warhammer;
  +2 scale mail;
  shield;
  light hammer (2x)
  +3 warhammer;
  +3 scale mail;
  shield;
  light hammer (2x)
  
  707
  NPCs
  Rivermaiden
    Katkalls
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Bard 4
  Bard 8
  Bard 12
  Bard 16
  Size / Aln
  Medium NG 
  Half-Elf
  Medium NG 
  Half-Elf
  Medium NG 
  Half-Elf
  Medium NG 
  Half-Elf
  HP
  28
  47
  65
  77
  Armor 
  Class
  13
  15
  17
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  9 
  (-1) 
  DEX 15 (+4) 
  CON 10 (+0) 
  INT 
  10 (+0) 
  WIS 
  15 (+2) 
  CHA 20 (+7)
  STR 
  9 
  (-1) 
  DEX 17 (+6) 
  CON 10 (+0) 
  INT 
  10 (+0) 
  WIS 
  15 (+2) 
  CHA 20 (+8)
  STR 
  9 
  (-1) 
  DEX 19 (+8) 
  CON 10 (+0) 
  INT 
  10 (+0) 
  WIS 
  15 (+2) 
  CHA 20 (+9)
  STR 
  10 (+0) 
  DEX 20 (+10) 
  CON 10 (+0) 
  INT 
  10 (+0) 
  WIS 
  15 (+2) 
  CHA 20 (+9)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  +2 Drum, Flute, Lyre
  Passive Perception 15
  +3 Drum, Flute, Lyre
  Passive Perception 16
  +4 Drum, Flute, Lyre
  Passive Perception 17
  +5 Drum, Flute, Lyre
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Spear +4 (1d6+2 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +4 (1d6+2); 60 ft.’: +4 
  (1d6+2) 
  Ranged Shortbow ) --> 30 
  ft.’: -6 (1d6+2); 120 ft.’: -6 
  (1d6+2) 
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Ranged Shortbow ) --> 30 
  ft.’: -4 (1d6+3); 120 ft.’: -4 
  (1d6+3) 
  Melee +1 Spear +7 (1d6+4 ) 
  Ranged +1 Spear 20 ft.’: +7 
  (1d6+4); 60 ft.’: +7 (1d6+4) 
  Melee Dagger +6 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3) 
  Ranged Shortbow ) --> 30 
  ft.’: -2 (1d6+4); 120 ft.’: -2 
  (1d6+4) 
  Melee +2 Spear +10 
  (1d6+6 ) 
  Ranged +2 Spear 20 ft.’: 
  +10 (1d6+6); 60 ft.’: +10 
  (1d6+6) 
  Melee Dagger +8 (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4) 
  Ranged Shortbow ) --> 30 
  ft.’: +0 (1d6+5); 120 ft.’: +0 
  (1d6+5) 
  Melee +3 Spear +13 (1d6+8) 
  Ranged +3 Spear  20 ft.’: 
  +13 (1d6+8); 60 ft.’: +13 
  (1d6+8) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  NG; Medium Humanoid (Half-Elf)
  
  708
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  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 d12. 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 5. You regain any expended uses when you finish a long 
  rest.
  College of Lore Bards of the College of Lore know something about 
  most things, collecting bits of knowledge from sources as diverse as 
  scholarly tomes and peasant tales. Whether singing folk ballads in taverns 
  or elaborate compositions in royal courts, these bards use their gifts to 
  hold audiences spellbound. When the applause dies down, the audience 
  members might find themselves questioning everything they held to 
  be true, from their faith in the priesthood of the local temple to their 
  loyalty to the king. The loyalty of these bards lies in the pursuit of beauty 
  and truth, not in fealty to a monarch or following the tenets of a deity. A 
  noble who keeps such a bard as a herald or advisor knows that the bard 
  would rather be honest than politic. The college’s members gather in 
  libraries and sometimes in actual colleges, complete with classrooms 
  and dormitories, to share their lore with one another. They also meet at 
  festivals or affairs of state, where they can expose corruption, unravel lies, 
  and poke fun at selfimportant figures of authority.
  Countercharm At 6th level, you gain the ability to use musical notes or 
  words of power to disrupt mind-influencing effects. As an action, you can 
  start a performance that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of you have advantage 
  on saving throws against being frightened or charmed. A creature must 
  be able to hear you to gain this benefit. The performance ends early if 
  you are incapacitated or silenced or if you voluntarily end it (no action 
  required).
  Cutting Words Also at 3rd level, you learn how to use your wit to distract, 
  confuse, and otherwise sap the confidence and competence of others. 
  When a creature that you can see within 60 feet of you makes an attack 
  roll, an ability check, or a damage roll, you can use your reaction to 
  expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration 
  die and subtracting the number rolled from the creature’s roll. You can 
  choose to use this feature after the creature makes its roll, but before the 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Bard College, Bardic 
  Inspiration, Bonus 
  Proficiencies, Cantrips, 
  College of Lore, Cutting 
  Words, Expertise, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill 
  Versatility, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill 
  Versatility, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Song of Rest, Spellcasting
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Fey Ancestry, Languages, 
  Skill Versatility, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Peerless Skill, Song of Rest, 
  Spellcasting 
  Spell-
  casting
  Save DC 15; Spell Atk +7
  2nd: enthrall; hold person; 
  invisibility
  1st: charm person; hideous 
  laughter; silent image; sleep
  Save DC 16; Spell Atk +8
  4th: compulsion; confusion; 
  dimension door
  3rd: bestow curse; fear; 
  major image
  2nd: enthrall; hold person; 
  invisibility
  1st: charm person; hideous 
  laughter; silent image; sleep
  Save DC 17; Spell Atk +9
  6th: irresistible dance
  5th: dominate person; 
  mislead
  4th: compulsion; 
  confusion; dimension door
  3rd: bestow curse; fear; 
  major image
  2nd: enthrall; hold person; 
  invisibility
  1st: charm person; hideous 
  laughter; silent image; sleep
  Save DC 18; Spell Atk +10
  8th: mind blank
  7th: mirage arcane
  6th: irresistible dance
  5th: dominate person; 
  mislead
  4th: compulsion; confusion; 
  dimension door
  3rd: bestow curse; fear; 
  major image
  2nd: enthrall; hold person; 
  invisibility
  1st: charm person; hideous 
  laughter; silent image; sleep
  Equipment
  Spear;
  longbow;
  arrows (20x);
  leather armor;
  dagger
  +1 spear;
  longbow;
  arrows (20x);
  +1 leather armor;
  dagger
  +2 spear;
  longbow;
  arrows (20x);
  +2 leather armor;
  dagger
  +3 spear;
  longbow;
  arrows (20x);
  +3 leather armor;
  dagger
  
  709
  NPCs
  DM determines whether the attack roll or ability check succeeds or fails, 
  or before the creature deals its damage. The creature is immune if it can’t 
  hear you or if it’s immune to being charmed.
  Font of Inspiration Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you finish a short or long 
  rest.
  Jack of All Trades Starting at 2nd level, you can add half your proficiency 
  bonus, rounded down, to any ability check you make that doesn’t already 
  include your proficiency bonus.
  Peerless Skill Starting at 14th level, when you make an ability check, you 
  can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die 
  and add the number rolled to your ability check. You can choose to do 
  so after you roil the die for the ability check, but before the DM tells you 
  whether you succeed or fail.
  Song of Rest Beginning at 2nd level, you can use soothing music or 
  oration to help revitalize your wounded allies during a short rest. If you or 
  any friendly creatures who can hear your performance regain hit points at 
  the end of the short rest, each of those creatures regains an extra 1d10 
  hit points. A creature regains the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest.
  
  710
  NPCs
  Rootmaid
    Liquid Guardian
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 5 
  XP 1,800
  CR 8 
  XP 3,900
  CR 11 
  XP 7,200
  Class / HD Rogue 2
  Rogue 5
  Rogue 8
  Rogue 11
  Size / Aln
  Small CG 
  Halfling (Lightfoot)
  Small CG 
  Halfling (Lightfoot)
  Small CG 
  Halfling (Lightfoot)
  Small CG 
  Halfling (Lightfoot)
  HP
  14
  24
  34
  41
  Armor 
  Class
  12
  14
  16
  18
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR 
  9 
  (-1) 
  DEX 13 (+3) 
  CON 9 
  (-1) 
  INT 
  10 (+2) 
  WIS 
  15 (+2) 
  CHA 16 (+3)
  STR 
  9 
  (-1) 
  DEX 15 (+5) 
  CON 9 
  (-1) 
  INT 
  10 (+3) 
  WIS 
  15 (+2) 
  CHA 16 (+3)
  STR 
  9 
  (-1) 
  DEX 17 (+6) 
  CON 9 
  (-1) 
  INT 
  10 (+3) 
  WIS 
  15 (+2) 
  CHA 16 (+3)
  STR 
  9 
  (-1) 
  DEX 19 (+8) 
  CON 9 
  (-1) 
  INT 
  10 (+4) 
  WIS 
  15 (+2) 
  CHA 16 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Armor - Disad on Stealth
  +4 Thieves’ Tools
  Passive Perception 18
  Armor - Disad on Stealth
  +6 Thieves’ Tools
  Passive Perception 18
  Armor - Disad on Stealth
  +6 Thieves’ Tools
  Passive Perception 20
  Armor - Disad on Stealth
  +8 Thieves’ Tools
  Languages Common, Halfling
  Attacks
  Melee Quarterstaff (Small) 
  +1 (1d8-1 ) 
  Ranged Sling (Small) ) --> 
  30 ft.’: -7 (1d4+1); 120 ft.’: 
  -7 (1d4+1) 
  Melee Dagger (Small) +3 
  (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged Sling (Small) ) --> 30 
  ft.’: -5 (1d4+2); 120 ft.’: -5 
  (1d4+2) 
  Melee +1 Quarterstaff +3 
  (1d8)
  Melee Dagger (Small) +5 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 (1d4+2); 
  60 ft.’: +5 (1d4+2) 
  Ranged Sling (Small) ) --> 
  30 ft.’: -4 (1d4+3); 120 ft.’: 
  -4 (1d4+3) 
  Melee +2 Quarterstaff +4 
  (1d8+1 ) 
  Melee Dagger (Small) +6 
  (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 
  (1d4+3); 60 ft.’: +6 
  (1d4+3) 
  Ranged Sling (Small) ) --> 30 
  ft.’: -2 (1d4+4); 120 ft.’: -2 
  (1d4+4) 
  Melee +3 Quarterstaff +6 
  (1d8+2 ) 
  Melee Dagger (Small) +8 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 (1d4+4); 
  60 ft.’: +8 (1d4+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  CG; Small Humanoid (Halfling)
  
  711
  NPCs
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 4.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 6d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Cunning Action, 
  Expertise, Sneak Attack, 
  Thieves’ Cant 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Quarterstaff (small);
  sling (small);
  sling bullets (20x);
  padded armor (small);
  dagger (small)
  +1 quarterstaff (small);
  sling (small);
  sling bullets (20x);
  +1 padded armor (small);
  dagger (small)
  +2 quarterstaff (small);
  sling (small);
  sling bullets (20x);
  +2 padded armor (small);
  dagger (small)
  +3 quarterstaff (small);
  sling (small);
  sling bullets (20x);
  +3 padded armor (small);
  dagger (small)
  
  712
  NPCs
  Rotbringer
    Thornpriest
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Monk 4
  Monk 8
  Monk 12
  Monk 16
  Size / Aln
  Small LE 
  Gnome (Rock)
  Small LE 
  Gnome (Rock)
  Small LE 
  Gnome (Rock)
  Small LE 
  Gnome (Rock)
  HP
  40
  65
  96
  130
  Armor 
  Class
  9
  9
  9
  9
  Speed
  Walk 35’
  Walk 40’
  Walk 45’
  Walk 50’
  Ability 
  Scores / 
  Saves
  STR 
  10 (+2) 
  DEX 10 (+2) 
  CON 16 (+3) 
  INT 
  18 (+4) 
  WIS 
  8 
  (-1) 
  CHA 12 (+1)
  STR 
  12 (+4) 
  DEX 10 (+3) 
  CON 16 (+3) 
  INT 
  18 (+4) 
  WIS 
  8 
  (-1) 
  CHA 12 (+1)
  STR 
  14 (+6) 
  DEX 10 (+4) 
  CON 16 (+3) 
  INT 
  18 (+4) 
  WIS 
  8 
  (-1) 
  CHA 12 (+1)
  STR 
  16 (+8) 
  DEX 10 (+5) 
  CON 16 (+8) 
  INT 
  18 (+9) 
  WIS 
  8 
  (+4) 
  CHA 12 (+6)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  +2 Flute
  Passive Perception 9
  +3 Flute
  Passive Perception 9
  +4 Flute
  Passive Perception 9
  +5 Flute
  Languages Common, 
  Gnomish
  Common, 
  Gnomish
  Common, 
  Gnomish
  Abyssal, Celestial, Common, 
  Deep Speech, Draconic, 
  Druidic, Dwarvish, Elvish, Giant, 
  Gnomish, Goblin, Halfling, 
  Infernal, Orc, Primordial, Sylvan, 
  Undercommon
  Attacks
  Unarmed Attack +2 (1d4 
  20/x2; 5 ft.) 
  Ranged Sling (Small) ) --> 
  30 ft.’: -4 (1d4); 120 ft.’: -4 
  (1d4) 
  Melee Dagger (Small) +2 
  (1d4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +2 (1d4); 
  60 ft.’: +2 (1d4) 
  Melee Unarmed Strike 
  (Small) +2 (1d4 ) 
  Unarmed Attack +3/+3 (1d6 
  20/x2; 5 ft.) 
  Melee +1 Dagger +5 
  (1d4+2) 
  Ranged +1 Dagger 20 ft.’: 
  +5/+5 (1d4+2); 60 ft.’: 
  +5/+5 (1d4+2) 
  Ranged Sling (Small) ) --> 
  30 ft.’: -3/-3 (1d4); 120 ft.’: 
  -3/-3 (1d4) 
  Melee Unarmed Strike 
  (Small) +4/+4 (1d6+1 ) 
  Unarmed Attack +4/+4 
  (1d8 20/x2; 5 ft.) 
  Melee +2 Dagger  +8 
  (1d4+4 ) 
  Ranged +2 Dagger  20 ft.’: 
  +8/+8 (1d4+4); 60 ft.’: 
  +8/+8 (1d4+4) 
  Ranged Sling (Small) ) --> 
  30 ft.’: -2/-2 (1d4); 120 ft.’: 
  -2/-2 (1d4) 
  Melee Unarmed Strike 
  (Small) +6/+6 (1d8+2 ) 
  Unarmed Attack +5/+5 (1d8 
  20/x2; 5 ft.) 
  Melee +3 Dagger  +11 
  (1d4+6 ) 
  Ranged +3 Dagger  20 ft.’: 
  +11/+11 (1d4+6); 60 ft.’: 
  +11/+11 (1d4+6) 
  Ranged Sling (Small) ) --> 
  30 ft.’: -1/-1 (1d4); 120 ft.’: 
  -1/-1 (1d4) 
  Melee *Unarmed Strike 
  (Small) +8/+8 (1d8+3 ) 
  Special
  -
  -
  -
  -
  LE; Small Humanoid (Gnome)
  
  713
  NPCs
  Special Abilities
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (10), instead of any proficiency bonus you 
  normally appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Deflect Missiles Starting at 3rd level, you can use your reaction to deflect 
  or catch the missile when you are hit by a ranged weapon attack. When 
  you do so, the damage you take from the attack is reduced by 1d10 + 
  16. If you reduce the damage to 0, you can catch the missile if it is small 
  enough for you to hold in one hand and you have at least one hand free. If 
  you catch a missile in this way, you can spend 1 ki point to make a ranged 
  attack with the weapon or piece of ammunition you just caught, as part 
  of the same reaction. You make this attack with proficiency, regardless of 
  your weapon proficiencies, and the missile counts as a monk weapon for 
  the attack. The range of the monk’s ranged attack is 20/60 feet.
  Diamond Soul Beginning at 14th level, your mastery of ki grants you 
  proficiency in all saving throws. Additionally, whenever you make a saving 
  throw and fail, you can spend 1 ki point to reroll it and take the second 
  result.
  Evasion At 7th level, your instinctive agility lets you dodge out of the 
  way of certain area effects, such as a blue dragon’s lightning breath or a 
  fireball spell. When you are subjected to an effect that allows you to make 
  a Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Flurry of Blows Immediately after you take the Attack action on your turn, 
  you can spend 1 ki point to make two unarmed strikes as a bonus action.
  Ki Starting at 2nd level, your training allows you to harness the mystic 
  energy of ki. Your access to this energy is represented by a number of ki 
  points. You have a total of 16 ki points. You can spend these points to 
  fuel various ki features. You start knowing three such features: Flurry of 
  Blows, Patient Defense, and Step of the Wind. You learn more ki features 
  as you gain levels in this class. When you spend a ki point, it is unavailable 
  until you finish a short or long rest, at the end of which you draw all of 
  your expended ki back into yourself. You must spend at least 30 minutes 
  of the rest meditating to regain your ki points. Some of your ki features 
  require your target to make a saving throw to resist the feature’s effects. 
  The saving throw DC is as follows: Ki save DC = 12
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, 
  Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Deflect Missiles, Flurry 
  of Blows, Ki, Martial Arts, 
  Monastic Tradition, Open 
  Hand Technique, Patient 
  Defense, Slow Fall, Step 
  of the Wind, Unarmored 
  Defense, Unarmored 
  Movement, Way of the 
  Open Hand
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Deflect Missiles, Evasion, 
  Extra Attack, Flurry of Blows, 
  Ki, Ki-Empowered Strikes, 
  Martial Arts, Monastic 
  Tradition, Open Hand 
  Technique, Patient Defense, 
  Slow Fall, Step of the Wind, 
  Stillness of Mind, Stunning 
  Strike, Unarmored Defense, 
  Unarmored Movement, 
  Way of the Open Hand, 
  Wholeness of Body
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Deflect 
  Missiles, Evasion, Extra 
  Attack, Flurry of Blows, 
  Ki, Ki-Empowered Strikes, 
  Martial Arts, Monastic 
  Tradition, Open Hand 
  Technique, Patient Defense, 
  Purity of Body, Slow Fall, 
  Step of the Wind, Stillness 
  of Mind, Stunning Strike, 
  Tranquility, Unarmored 
  Defense, Unarmored 
  Movement, Way of the 
  Open Hand, Wholeness of 
  Body
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Deflect Missiles, Diamond 
  Soul, Evasion, Extra Attack, 
  Flurry of Blows, Ki, Ki-
  Empowered Strikes, Martial 
  Arts, Monastic Tradition, 
  Open Hand Technique, 
  Patient Defense, Purity of 
  Body, Slow Fall, Step of the 
  Wind, Stillness of Mind, 
  Stunning Strike, Timeless 
  Body, Tongue of the Sun 
  and Moon, Tranquility, 
  Unarmored Defense, 
  Unarmored Movement, 
  Way of the Open Hand, 
  Wholeness of Body 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Sling (small);
  sling bullets (20x);
  dagger
  Sling (small);
  sling bullets (20x);
  +1 dagger
  Sling (small);
  sling bullets (20x);
  +2 dagger
  Sling (small);
  sling bullets (20x);
  +3 dagger
  
  714
  NPCs
  Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count 
  as magical for the purpose of overcoming resistance and immunity to 
  nonmagical attacks and damage.
  Martial Arts At 1st level, your practice of martial arts gives you mastery 
  of combat styles that use unarmed strikes and monk weapons, which are 
  shortswords and any simple melee weapons that don’t have the two-
  handed or heavy property. You gain the following benefits while you are 
  unarmed or wielding only monk weapons and you aren’t wearing armor 
  or wielding a shield: * You can use Dexterity instead of Strength for the 
  attack and damage rolls of your unarmed strikes and monk weapons. * 
  You can roll a d8 in place of the normal damage of your unarmed strike or 
  monk weapon. * When you use the Attack action with an unarmed strike 
  or a monk weapon on your turn, you can make one unarmed strike as a 
  bonus action. For example, if you take the Attack action and attack with 
  a quarterstaff, you can also make an unarmed strike as a bonus action, 
  assuming you haven’t already taken a bonus action this turn. Certain 
  monasteries use specialized forms of the monk weapons. For example, 
  you might use a club that is two lengths of wood connected by a short 
  chain (called a nunchaku) or a sickle with a shorter, straighter blade 
  (called a kama). Whatever name you use for a monk weapon, you can use 
  the game statistics provided for the weapon in chapter 5.
  Open Hand Technique Starting when you choose this tradition at 3rd 
  level, you can manipulate your enemy’s ki when you harness your own. 
  Whenever you hit a creature with one of the attacks granted by your 
  Flurry of Blows, you can impose one of the following effects on that 
  target: * It must succeed on a Dexterity saving throw or be knocked 
  prone. * It must make a Strength saving throw. If it fails, you can push it 
  up to 15 feet away from you. * It can’t take reactions until the end of your 
  next turn.
  Patient Defense You can spend 1 ki point to take the Dodge action as a 
  bonus action on your turn.
  Purity of Body At 10th level, your mastery of the ki flowing through you 
  makes you immune to disease and poison.
  Slow Fall Beginning at 4th level, you can use your reaction when you fall 
  to reduce any falling damage you take by 80.
  Step of the Wind You can spend 1 ki point to take the Disengage or Dash 
  action as a bonus action on your turn, and your jump distance is doubled 
  for the turn.
  Stillness of Mind Starting at 7th level, you can use your action to end one 
  effect on yourself that is causing you to be charmed or frightened.
  Stunning Strike Starting at 5th level, you can interfere with the flow of 
  ki in an opponent’s body. When you hit another creature with a melee 
  weapon attack, you can spend 1 ki point to attempt a stunning strike. The 
  target must succeed on a Constitution saving throw or be stunned until 
  the end of your next turn.
  Timeless Body At 15th level, your ki sustains you so that you suffer none 
  of the frailty of old age, and you can’t be aged magically. You can still die 
  of old age, however. In addition, you no longer need food or water.
  Tongue of the Sun and Moon Starting at 13th level, you learn to touch the 
  ki of other minds so that you understand all spoken languages. Moreover, 
  any creature that can understand a language can understand what you say.
  Tranquility Beginning at 11th level, you can enter a special meditation 
  that surrounds you with an aura of peace. At the end of a long rest, you 
  gain the effect of a sanctuary spell that lasts until the start of your next 
  long rest (the spell can end early as normal). The saving throw DC for the 
  spell equals 12.
  Unarmored Defense Beginning at 1st level, while you are wearing no 
  armor and not wielding a shield, your AC equals 10 + your Dexterity 
  modifier + your Wisdom modifier.
  Unarmored Movement Starting at 2nd level, your speed increases by 10 
  feet while you are not wearing armor or wielding a shield. This bonus 
  increases when you reach certain monk levels, as shown in the Monk 
  table. At 9th level, you gain the ability to move along vertical surfaces and 
  across liquids on your turn without falling during the move.
  Way of the Open Hand Monks of the Way of the Open Hand are the 
  ultimate masters of martial arts combat, whether armed or unarmed. 
  They learn techniques to push and trip their opponents, manipulate ki to 
  heal damage to their bodies, and practice advanced meditation that can 
  protect them from harm.
  Wholeness of Body At 6th level, you gain the ability to heal yourself. As 
  an action, you can regain hit points equal to 48. You must finish a long 
  rest before you can use this feature again.
  
  715
  NPCs
  Sapthriver
    Wild Kingdom
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Druid 4
  Druid 8
  Druid 12
  Druid 16
  Size / Aln
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  HP
  21
  38
  57
  85
  Armor 
  Class
  15
  16
  17
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  12 (+3) 
  WIS 
  16 (+5) 
  CHA 9 
  (-1)
  STR 
  16 (+3) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  12 (+4) 
  WIS 
  16 (+6) 
  CHA 9 
  (-1)
  STR 
  18 (+4) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  12 (+5) 
  WIS 
  16 (+7) 
  CHA 9 
  (-1)
  STR 
  18 (+4) 
  DEX 15 (+2) 
  CON 10 (+0) 
  INT 
  12 (+6) 
  WIS 
  16 (+8) 
  CHA 9 
  (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  +2 Herbalism Kit
  Passive Perception 16
  +3 Herbalism Kit
  Passive Perception 17
  +4 Herbalism Kit
  Passive Perception 18
  +5 Herbalism Kit
  Languages Common, Druidic, Elvish, Giant
  Attacks
  Melee Spear +4 (1d6+2 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +4 (1d6+2); 60 ft.’: +4 
  (1d6+2) 
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee +1 Spear +7 (1d6+4 ) 
  Ranged +1 Spear 20 ft.’: +7 
  (1d6+4); 60 ft.’: +7 (1d6+4) 
  Melee Dagger +6 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3) 
  Melee +2 Spear +10 
  (1d6+6 ) 
  Ranged +2 Spear 20 ft.’: 
  +10 (1d6+6); 60 ft.’: +10 
  (1d6+6) 
  Melee Dagger +8 (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4) 
  Melee +3 Spear +12 (1d6+7) 
  Ranged +3 Spear 20 ft.’: 
  +12 (1d6+7); 60 ft.’: +12 
  (1d6+7) 
  Melee Dagger +9 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Longbow, Longsword, Mace, Quarterstaff, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear
  TN; Medium Humanoid (Elf)
  
  716
  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. 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.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) 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.
  Druidic You know Druidic, the secret language of druids. You can speak 
  the language and use it to leave hidden messages. You and others who 
  know this language automatically spot such a message. Others spot the 
  message’s presence with a successful DC 15 Wisdom (Perception) check 
  but can’t decipher it without magic.
  Land’s Stride Starting at 6th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Recovery Starting at 2nd level, you can regain some of your 
  magical energy by sitting in meditation and communing with nature. 
  During a short rest, you choose expended spell slots to recover. The spell 
  slots can have a combined level that is equal to or less than 8, and none 
  of the slots can be 6th level or higher. You can’t use this feature again 
  until you finish a long rest For example, when you are a 4th-level druid, 
  you can recover up to two levels worth of spell slots. You can recover 
  either a 2nd-level slot or two 1st-level slots.
  Nature’s Sanctuary When you reach 14th level, creatures of the natural 
  world sense your connection to nature and become hesitant to attack 
  you. When a beast or plant creature attacks you, that creature must 
  make a Wisdom saving throw against your druid spell save DC: 16. On 
  a failed save, the creature must choose a different target, or the attack 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Natural Recovery, Ritual 
  Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land 
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Ritual Casting, 
  Spellcasting, Spellcasting 
  Focus, Wild Shape, Circle of 
  the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, Ability 
  Score Increase, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spell-
  casting
  Save DC 13; Spell Atk +5
  2nd: flaming sphere; 
  moonbeam; spike growth
  1st: entangle; fog cloud; 
  speak with animals; 
  thunderwave
  Save DC 14; Spell Atk +6
  4th: blight; control water; 
  giant insect
  3rd: call lightning; plant 
  growth; sleet storm
  2nd: flaming sphere; 
  moonbeam; spike growth
  1st: entangle; fog cloud; 
  speak with animals; 
  thunderwave
  Save DC 15; Spell Atk +7
  6th: sunbeam
  5th: antilife shell; insect 
  plague
  4th: blight; control water; 
  giant insect
  3rd: call lightning; plant 
  growth; sleet storm
  2nd: flaming sphere; 
  moonbeam; spike growth
  1st: entangle; fog cloud; 
  speak with animals; 
  thunderwave
  Save DC 16; Spell Atk +8
  8th: earthquake
  7th: fire storm
  6th: sunbeam
  5th: antilife shell; insect 
  plague
  4th: blight; control water; 
  giant insect
  3rd: call lightning; plant 
  growth; sleet storm
  2nd: flaming sphere; 
  moonbeam; spike growth
  1st: entangle; fog cloud; 
  speak with animals; 
  thunderwave
  Equipment
  Spear;
  studded leather armor;
  shield;
  dagger
  +1 spear;
  +1 studded leather armor;
  shield;
  dagger
  +2 spear;
  +2 studded leather 
  armor;
  shield;
  dagger
  +3 spear;
  +3 studded leather armor;
  shield;
  dagger
  
  717
  NPCs
  automatically misses. On a successful save, the creature is immune to 
  this effect for 24 hours. The creature is aware of this effect before it 
  makes its attack against you.
  Nature’s Ward When you reach 10th level, you can’t be charmed or 
  frightened by elementals or fey, and you are immune to poison and 
  disease.
  Ritual Casting You can cast a druid spell as a ritual if that spell has the 
  ritual tag and you have the spell prepared.
  Wild Shape Starting at 2nd level, you can use your action to magically 
  assume the shape of a beast that you have seen before. You can use 
  this feature twice. You regain expended uses when you finish a short or 
  long rest. Your druid level determines the beasts you can transform into. 
  At 2nd level, for example, you can transform into any beast that has a 
  challenge rating of 1/4 or lower that doesn’t have a flying or swimming 
  speed. You can stay in a beast shape for a number of hours equal to 8. 
  You then revert to your normal form unless you expend another use of 
  this feature. You can revert to your normal form earlier by using a bonus 
  action on your turn. You automatically revert if you fall unconscious, drop 
  to 0 hit points, or die. While you are transformed, the following rules 
  apply: Your game statistics are replaced by the statistics of the beast, 
  but you retain your alignment, personality, and Intelligence, Wisdom, 
  and Charisma scores. You also retain all of your skill and saving throw 
  proficiencies, in addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus in its stat block is higher 
  than yours, use the creature’s bonus instead of yours. If the creature has 
  any legendary or lair actions, you can’t use them. When you transform, 
  you assume the beast’s hit points and Hit Dice. When you revert to your 
  normal form, you return to the number of hit points you had before 
  you transformed. However, if you revert as a result of dropping to 0 hit 
  points, any excess damage carries over to your normal form. For example, 
  if you take 10 damage in animal form and have only 1 hit point left, you 
  revert and take 9 damage. As long as the excess damage doesn’t reduce 
  your normal form to 0 hit points, you aren’t knocked unconscious. You 
  can’t cast spells, and your ability to speak or take any action that requires 
  hands is limited to the capabilities of your beast form. Transforming 
  doesn’t break your concentration on a spell you’ve already cast, however, 
  or prevent you from taking actions that are part of a spell, such as call 
  lightning, that you’ve already cast. You retain the benefit of any features 
  from your class, race, or other source and can use them if the new form is 
  physically capable of doing so. However, you can’t use any of your special 
  senses, such as darkvision, unless your new form also has that sense. 
  You choose whether your equipment falls to the ground in your space, 
  merges into your new form, or is worn by it. Worn equipment functions 
  as normal, but the DM decides whether it is practical for the new form to 
  wear a piece of equipment, based on the creature’s shape and size. Your 
  equipment doesn’t change size or shape to match the new form, and any 
  equipment that the new form can’t w ear must either fall to the ground or 
  merge with it. Equipment that merges with the form has no effect until 
  you leave the form.
  Circle of the Land The Circle of the Land is made up of mystics and sages 
  who safeguard ancient knowledge and rites through a vast oral tradition. 
  These druids meet within sacred circles of trees or standing stones to 
  whisper primal secrets in Druidic. The circle’s wisest members preside 
  as the chief priests of communities that hold to the Old Faith and serve 
  as advisors to the rulers of those folk. As a member of this circle, your 
  magic is influenced by the land where you were initiated into the circle’s 
  mysterious rites.
  
  718
  NPCs
  Scout
    Squirrelheel Courier
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Ranger 3
  Ranger 7
  Ranger 11
  Ranger 15
  Size / Aln
  Medium LE 
  Half-Elf
  Medium LE 
  Half-Elf
  Medium LE 
  Half-Elf
  Medium LE 
  Half-Elf
  HP
  16
  33
  98
  84
  Armor 
  Class
  15
  17
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  10 (+2) 
  DEX 17 (+5) 
  CON 11 (+0) 
  INT 
  13 (+1) 
  WIS 
  13 (+1) 
  CHA 7 
  (-2)
  STR 
  10 (+3) 
  DEX 19 (+7) 
  CON 11 (+0) 
  INT 
  13 (+1) 
  WIS 
  13 (+1) 
  CHA 7 
  (-2)
  STR 
  11 (+4) 
  DEX 20 (+9) 
  CON 11 (+0) 
  INT 
  13 (+1) 
  WIS 
  13 (+1) 
  CHA 7 
  (-2)
  STR 
  13 (+6) 
  DEX 20 (+10) 
  CON 11 (+0) 
  INT 
  13 (+1) 
  WIS 
  13 (+1) 
  CHA 7 
  (-2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Passive Perception 11
  Passive Perception 11
  Passive Perception 11
  Languages Common, Dwarvish, Elvish, Giant
  Attacks
  Ranged Longbow ) --> 150 
  ft.’: +7 (1d8+3); 600 ft.’: +7 
  (1d8+3) 
  Melee Longsword +2 (1d8 ) 
  Melee Dagger +5 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Ranged +1 Longbow ) --> 
  150 ft.’: +10/+10 (1d8+5); 
  600 ft.’: +10/+10 (1d8+5) 
  Melee Longsword +3/+3 
  (1d8 ) 
  Melee Dagger +7/+7 
  (1d4+4) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4) 
  Ranged +2 Longbow ) --> 
  150 ft.’: +13/+13 (1d8+7); 
  600 ft.’: +13/+13 (1d8+7) 
  Melee Longsword +4/+4 
  (1d8 ) 
  Melee Dagger +9/+9 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Ranged +3 Longbow ) --> 
  150 ft.’: +15/+15 (1d8+8); 
  600 ft.’: +15/+15 (1d8+8) 
  Melee Longsword +6/+6 
  (1d8+1 ) 
  Melee Dagger +10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  LE; Medium Humanoid (Half-Elf)
  
  719
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  Colossus Slayer Your tenacity can wear down the most potent foes. 
  When you hit a creature with a weapon attack, the creature takes an extra 
  1d8 damage if it’s below its hit point maximum. You can deal this extra 
  damage only once per turn.
  Escape the Horde Opportunity attacks against you are made with 
  disadvantage.
  Evasion You can nimbly dodge out of the way of certain area effects, 
  such as a red dragon’s fiery breath or a lightning bolt spell. When you are 
  subjected to an effect that allows you to make a Dexterity saving throw to 
  take only half damage, you instead take no damage if you succeed on the 
  saving throw, and only half damage if you fail.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Colossus Slayer, Favored 
  Enemy, Fighting Style, 
  Hunter, Hunter’s Prey, 
  Natural Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, 
  Aberrations, Forest
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Colossus Slayer, Defensive 
  Tactics, Escape the Horde, 
  Extra Attack, Favored 
  Enemy, Fighting Style, 
  Hunter, Hunter’s Prey, 
  Natural Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, 
  Aberrations, Dragons, 
  Desert, Forest 
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Colossus Slayer, Defensive 
  Tactics, Escape the 
  Horde, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Hide in Plain Sight, 
  Hunter, Hunter’s Prey, 
  Land’s Stride, Multiattack, 
  Natural Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Volley, Archery, 
  Aberrations, Dragons, 
  Desert, Forest, Mountain
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Fey Ancestry, Languages, 
  Skill Versatility, Ability Score 
  Improvement, Colossus 
  Slayer, Defensive Tactics, 
  Escape the Horde, Evasion, 
  Extra Attack, Favored 
  Enemy, Fighting Style, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Superior Hunter’s 
  Defense, Vanish, Volley, 
  Archery, Aberrations, 
  Dragons, Elementals, Desert, 
  Forest, Mountain
  Spell-
  casting
  Save DC 11; Spell Atk +3
  1st: alarm; jump; longstrider
  Save DC 12; Spell Atk +4
  2nd: animal messenger; find 
  traps; locate object
  1st: alarm; detect poison and 
  disease; jump; longstrider
  Save DC 13; Spell Atk +5
  3rd: nondetection; 
  protection from energy; 
  water walk
  2nd: animal messenger; 
  find traps; locate object
  1st: alarm; detect poison 
  and disease; jump; 
  longstrider
  Save DC 14; Spell Atk +6
  4th: freedom of movement; 
  locate creature
  3rd: nondetection; 
  protection from energy; 
  water walk
  2nd: animal messenger; find 
  traps; locate object
  1st: alarm; detect poison and 
  disease; jump; longstrider
  Equipment
  Longbow;
  arrows (20x);
  studded leather armor;
  longsword;
  dagger
  +1 longbow;
  arrows (20x);
  +1 studded leather armor;
  longsword;
  dagger
  +2 longbow;
  arrows (20x);
  +2 studded leather 
  armor;
  longsword;
  dagger
  +3 longbow;
  arrows (20x);
  +3 studded leather armor;
  longsword;
  dagger
  
  720
  NPCs
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. 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. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Volley You can use your action to make a ranged attack against any 
  number of creatures within 10 feet of a point you can see within your 
  weapon’s range. You must have ammunition for each target, as normal, 
  and you make a separate attack roll for each target.
  Archery You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Aberrations Advantage on Wisdom (Survival) checks to track Aberrations, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Dragons Advantage on Wisdom (Survival) checks to track Dragons, as 
  well as on Intelligence checks to recall information about them. You also 
  learn one language of your choice that is spoken by your favored enemies, 
  if they speak one at all.
  Elementals Advantage on Wisdom (Survival) checks to track Elementals, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  
  721
  NPCs
  Shadesmith
    Thornpriest
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Wizard 4
  Wizard 8
  Wizard 12
  Wizard 16
  Size / Aln
  Small LN 
  Gnome (Rock)
  Small LN 
  Gnome (Rock)
  Small LN 
  Gnome (Rock)
  Small LN 
  Gnome (Rock)
  HP
  32
  54
  78
  103
  Armor 
  Class
  12
  13
  14
  15
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2) 
  DEX 9 
  (-1) 
  CON 16 (+3) 
  INT 
  19 (+6) 
  WIS 
  8 
  (+1) 
  CHA 7 
  (-2)
  STR 
  15 (+2) 
  DEX 11 (+0) 
  CON 16 (+3) 
  INT 
  19 (+7) 
  WIS 
  8 
  (+2) 
  CHA 7 
  (-2)
  STR 
  15 (+2) 
  DEX 13 (+1) 
  CON 16 (+3) 
  INT 
  19 (+8) 
  WIS 
  8 
  (+3) 
  CHA 7 
  (-2)
  STR 
  15 (+2) 
  DEX 15 (+3) 
  CON 16 (+3) 
  INT 
  19 (+9) 
  WIS 
  8 
  (+4) 
  CHA 7 
  (-2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Languages Common, Gnomish
  Attacks
  Melee Dagger (Small) +4 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 
  (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Spear +2 (1d6+2 ) 
  Ranged Spear 20 ft.’: 
  +2 (1d6+2); 60 ft.’: +2 
  (1d6+2) 
  Melee Dagger (Small) +5 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 (1d4+2); 
  60 ft.’: +5 (1d4+2) 
  Melee +1 Spear +3 (1d6+3 ) 
  Ranged +1 Spear  20 ft.’: +3 
  (1d6+3); 60 ft.’: +3 (1d6+3) 
  Melee Dagger (Small) +6 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 
  (1d4+2); 60 ft.’: +6 
  (1d4+2) 
  Melee +2 Spear  +4 
  (1d6+4) 
  Ranged +2 Spear  20 ft.’: 
  +4 (1d6+4); 60 ft.’: +4 
  (1d6+4) 
  Melee Dagger (Small) +7 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7 (1d4+2); 
  60 ft.’: +7 (1d4+2) 
  Melee +3 Spear +5 (1d6+5 ) 
  Ranged +3 Spear 20 ft.’: +5 
  (1d6+5); 60 ft.’: +5 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  LN; Small Humanoid (Gnome)
  
  722
  NPCs
  Special Abilities
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (10), instead of any proficiency bonus you 
  normally appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 8, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 
  2nd-level spell slot or two 1st-level spell slots.
  Empowered Evocation Beginning at 10th level, you can add +4 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Evocation Savant, Preparing 
  and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellbook, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, Ability 
  Score Increase, Artificer’s 
  Lore, Darkvision, Gnome 
  Cunning, Languages, Tinker, 
  Tinker’s Tools, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellbook, Spellcasting
  Spell-
  casting
  Save DC 14; Spell Atk +6
  2nd: acid arrow; mirror 
  image; shatter
  1st: burning hands; 
  expeditious retreat; magic 
  missile; sleep
  Save DC 165 Spell Atk +7
  4th: black tentacles; ice 
  storm; polymorph
  3rd: fireball; magic circle; 
  stinking cloud
  2nd: acid arrow; mirror 
  image; shatter
  1st: burning hands; 
  expeditious retreat; magic 
  missile; sleep
  Save DC 16; Spell Atk +8
  6th: wall of ice
  5th: cloudkill; cone of cold
  4th: black tentacles; ice 
  storm; polymorph
  3rd: fireball; magic circle; 
  stinking cloud
  2nd: acid arrow; mirror 
  image; shatter
  1st: burning hands; 
  expeditious retreat; magic 
  missile; sleep
  Save DC 17; Spell Atk +9
  8th: incendiary cloud
  7th: forcecage
  6th: wall of ice
  5th: cloudkill; cone of cold
  4th: black tentacles; ice 
  storm; polymorph
  3rd: fireball; magic circle; 
  stinking cloud
  2nd: acid arrow; mirror 
  image; shatter
  1st: burning hands; 
  expeditious retreat; magic 
  missile; sleep
  Equipment
  Dagger (small);
  spear (small)
  Dagger (small);
  +1 spear (small)
  Dagger (small);
  +2 spear (small)
  Dagger (small);
  +3 spear (small)
  
  723
  NPCs
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  
  724
  NPCs
  Synthesist
    Liquid Guardian
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Sorcerer 4
  Sorcerer 8
  Sorcerer 12
  Sorcerer 16
  Size / Aln
  Medium CN 
  Half-Elf
  Medium CN 
  Half-Elf
  Medium CN 
  Half-Elf
  Medium CN 
  Half-Elf
  HP
  29
  52
  79
  102
  Armor 
  Class
  14
  16
  18
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’; Fly 30’
  Ability 
  Scores / 
  Saves
  STR 
  9 
  (-1) 
  DEX 10 (+0) 
  CON 12 (+3) 
  INT 
  8 
  (-1) 
  WIS 
  15 (+2) 
  CHA 20 (+7)
  STR 
  9 
  (-1) 
  DEX 12 (+1) 
  CON 12 (+4) 
  INT 
  8 
  (-1) 
  WIS 
  15 (+2) 
  CHA 20 (+8)
  STR 
  9 
  (-1) 
  DEX 14 (+2) 
  CON 12 (+5) 
  INT 
  8 
  (-1) 
  WIS 
  15 (+2) 
  CHA 20 (+9)
  STR 
  9 
  (-1) 
  DEX 16 (+3) 
  CON 12 (+6) 
  INT 
  8 
  (-1) 
  WIS 
  15 (+2) 
  CHA 20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Armor - Disad on STR and DEX skill checks, saves
  Languages Common, Orc
  Attacks
  Melee Dagger +2 (1d4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +2 (1d4); 60 ft.’: +2 
  (1d4) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -8 (1d8); 320 
  ft.’: -8 (1d8) 
  Melee Dagger +4 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+1); 60 ft.’: +4 
  (1d4+1) 
  Ranged +1 Crossbow, Light 
  ) --> 80 ft.’: -5 (1d8+2); 320 
  ft.’: -5 (1d8+2) 
  Melee Dagger +6 (1d4+2 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +6 (1d4+2); 60 ft.’: 
  +6 (1d4+2) 
  Ranged +2 Crossbow, Light 
  ) --> 80 ft.’: -2 (1d8+4); 
  320 ft.’: -2 (1d8+4)
  Melee Dagger +8 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+3); 60 ft.’: +8 
  (1d4+3) 
  Ranged +3 Crossbow, Light ) 
  --> 80 ft.’: +1 (1d8+6); 320 
  ft.’: +1 (1d8+6) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  CN; Medium Humanoid (Half-Elf)
  
  725
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. 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 all saving throws against being 
  charmed or put to sleep.
  Creating Spell Slots Spell Slot Level-Sorcery Point Cost: 1st-2; 2nd-3; 
  3rd-5; 4th-6; 5th-7. Converting a Spell Slot to Sorcery Points. As a bonus 
  action on your turn, you can expend one spell slot and gain a number of 
  sorcery points equal to the slot’s level.
  Draconic Bloodline Your innate magic comes from draconic magic that 
  was mingled with your blood or that of your ancestors. Most often, 
  sorcerers with this origin trace their descent back to a mighty sorcerer of 
  ancient times who made a bargain with a dragon or who might even have 
  claimed a dragon parent. Some of these bloodlines are well established 
  in the world, but most are obscure. Any given sorcerer could be the 
  first of a new bloodline, as a result of a pact or some other exceptional 
  circumstance. You can speak, read, and write Draconic. Additionally, 
  whenever you make a Charisma check when interacting with dragons, 
  your proficiency bonus is doubled if it applies to the check.
  Draconic Resilience As magic flows through your body, it causes physical 
  traits of your dragon ancestors to emerge. At 1st level, your hit point 
  maximum increases by 1 and increases by 1 again whenever you gain a 
  level in this class. Additionally, parts of your skin are covered by a thin 
  sheen of dragon-like scales. When you aren’t wearing armor, your AC 
  equals 13 + your Dexterity modifier.
  Dragon Ancestor At 1st level, you choose one type of dragon as your 
  ancestor. The damage type associated with each dragon is used by 
  features you gain later. Blue, Damage Type Lightning. You can speak, read, 
  and write Draconic. Additionally, whenever you make a Charisma check 
  when interacting with dragons, your proficiency bonus is doubled if it 
  applies to the check.
  Dragon Wings At 14th level, you gain the ability to sprout a pair of 
  dragon wings from your back, gaining a flying speed equal to your current 
  speed. You can create these wings as a bonus action on your turn. They 
  last until you dismiss them as a bonus action on your turn. You can’t 
  manifest your wings while wearing armor unless the armor is made to 
  accommodate them, and clothing not made to accommodate your wings 
  might be destroyed when you manifest them.
  Elemental Affinity Starting at 6th level, when you cast a spell that deals 
  damage of the type associated with your draconic ancestry, add 5 to 
  that damage. At the same time, you can spend 1 sorcery point to gain 
  resistance to that damage type for 1 hour. The damage bonus applies to 
  one damage roll of a spell, not multiple rolls.
  Empowered Spell When you roll damage for a spell, you can spend 1 
  sorcery point to reroll a number of the damage dice up to 5. You must 
  use the new rolls. You can use Empowered Spell even if you have already 
  used a different Metamagic option during the casting of the spell.
  Flexible Casting You can use your sorcery points to gain additional spell 
  slots, or sacrifice spell slots to gain additional sorcery points. You learn 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cantrips, Creating Spell 
  Slots, Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Empowered 
  Spell, Flexible Casting, 
  Font of Magic, Metamagic, 
  Sorcerous Origin, Sorcery 
  Points, Spell Casting, Subtle 
  Spell 
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cantrips, Creating Spell 
  Slots, Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Elemental Affinity, 
  Empowered Spell, Flexible 
  Casting, Font of Magic, 
  Metamagic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting, Subtle Spell
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cantrips, Creating Spell 
  Slots, Draconic Bloodline, 
  Draconic Resilience, 
  Dragon Ancestor, Elemental 
  Affinity, Empowered Spell, 
  Flexible Casting, Font of 
  Magic, Heightened Spell, 
  Metamagic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting, Subtle Spell 
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cantrips, Creating Spell Slots, 
  Draconic Bloodline, Draconic 
  Resilience, Dragon Ancestor, 
  Dragon Wings, Elemental 
  Affinity, Empowered Spell, 
  Flexible Casting, Font of 
  Magic, Heightened Spell, 
  Metamagic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting, Subtle Spell 
  Spell-
  casting
  Save DC 15; Spell Atk +7
  2nd: blur; darkness; misty 
  step
  1st: color spray; disguise 
  self; fog cloud; sleep
  Save DC 16; Spell Atk +8
  4th: confusion; greater 
  invisibility; polymorph
  3rd: dispel magic; gaseous 
  form; slow
  2nd: blur; darkness; misty 
  step
  1st: color spray; disguise 
  self; fog cloud; sleep
  Save DC 17; Spell Atk +9
  6th: globe of invulnerability
  5th: animate objects; 
  seeming
  4th: confusion; greater 
  invisibility; polymorph
  3rd: dispel magic; gaseous 
  form; slow
  2nd: blur; darkness; misty 
  step
  1st: color spray; disguise 
  self; fog cloud; sleep
  Save DC 18; Spell Atk +10
  8th: sunburst
  7th: reverse gravity
  6th: globe of invulnerability
  5th: animate objects; 
  seeming
  4th: confusion; greater 
  invisibility; polymorph
  3rd: dispel magic; gaseous 
  form; slow
  2nd: blur; darkness; misty 
  step
  1st: color spray; disguise 
  self; fog cloud; sleep
  Equipment
  Dagger;
  light crossbow;
  crossbow bolts (10x);
  leather armor
  Dagger;
  +1 light crossbow;
  crossbow bolts (10x);
  +1 leather armor
  Dagger;
  +2 light crossbow;
  crossbow bolts (10x);
  +2 leather armor
  Dagger;
  +3 light crossbow;
  crossbow bolts (10x);
  +3 leather armor
  
  726
  NPCs
  other ways to use your sorcery points as you reach higher levels. Creating 
  Spell Slots. You can transform unexpended sorcery points into one spell 
  slot as a bonus action on your turn. The Creating Spell Slots table shows 
  the cost of creating a spell slot of a given level. You can create spell slots 
  no higher in level than 5th. The created spell slots vanish at the end of a 
  long rest.
  Font of Magic At 2nd level, you tap into a deep wellspring of magic within 
  yourself. This wellspring is represented by sorcery points, which allow you 
  to create a variety of magical effects.
  Heightened Spell When you cast a spell that forces a creature to make a 
  saving throw to resist its effects, you can spend 3 sorcery points to give 
  one target of the spell disadvantage on its first saving throw made against 
  the spell.
  Metamagic At 3rd level, you gain the ability to twist your spells to suit 
  your needs. You gain two of the following Metamagic options of your 
  choice. You gain another one at 10th and 17th level. You can use only 
  one Metamagic option on a spell when you cast it, unless otherwise 
  noted.
  Sorcery Points You have 16 sorcery points. You can never have more 
  sorcery points than 16 at once. You regain all spent sorcery points when 
  you finish a long rest.
  Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast 
  it without any somatic or verbal components.
  
  727
  NPCs
  Thief
    The Moss
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Rogue 4
  Rogue 8
  Rogue 12
  Rogue 16
  Size / Aln
  Medium NE 
  Halfling (Lightfoot)
  Medium NE 
  Halfling (Lightfoot)
  Medium NE 
  Halfling (Lightfoot)
  Medium NE 
  Halfling (Lightfoot)
  HP
  32
  54
  83
  108
  Armor 
  Class
  14
  16
  18
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0) 
  DEX 17 (+5) 
  CON 14 (+2) 
  INT 
  13 (+3) 
  WIS 
  6 
  (-2) 
  CHA 12 (+1)
  STR 
  10 (+0) 
  DEX 19 (+7) 
  CON 14 (+2) 
  INT 
  13 (+4) 
  WIS 
  6 
  (-2) 
  CHA 12 (+1)
  STR 
  13 (+1) 
  DEX 20 (+9) 
  CON 14 (+2) 
  INT 
  13 (+5) 
  WIS 
  6 
  (-2) 
  CHA 12 (+1)
  STR 
  15 (+2) 
  DEX 20 (+10) 
  CON 14 (+2) 
  INT 
  13 (+6) 
  WIS 
  6 
  (-2) 
  CHA 12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  +4 Thieves’ Tools
  Passive Perception 14
  +6 Thieves’ Tools
  Passive Perception 16
  +8 Thieves’ Tools
  Passive Perception 18
  +10 Thieves’ Tools
  Languages Common, Halfling
  Attacks
  Melee Dagger (Small) +5 
  (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 
  (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee Shortsword (Small) 
  +5 (1d6+3 ) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +5 (1d6+3); 120 
  ft.’: +5 (1d6+3) 
  Melee Dagger (Small) +7 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7 (1d4+4); 
  60 ft.’: +7 (1d4+4) 
  Melee +1 Shortsword +8 
  (1d6+5 ) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +7 (1d6+4); 120 
  ft.’: +7 (1d6+4) 
  Melee Dagger (Small) +9 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 
  (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Melee +2 Shortsword +11 
  (1d6+7 ) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +9 (1d6+5); 120 
  ft.’: +9 (1d6+5) 
  Melee Dagger (Small) +10 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5) 
  Melee +3 Shortsword +13 
  (1d6+8 ) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +10 (1d6+5); 120 
  ft.’: +10 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  NE; Small Humanoid (Halfling)
  
  728
  NPCs
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable 
  Talent, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, 
  Uncanny Dodge 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Slippery Mind, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger (small);
  shortsword (small);
  leather armor (small);
  shortbow (small);
  arrows (20x)
  Dagger (small);
  +1 shortsword (small);
  +1 leather armor (small);
  shortbow (small);
  arrows (20x)
  Dagger (small);
  +2 shortsword (small);
  +2 leather armor (small);
  shortbow (small);
  arrows (20x)
  Dagger (small);
  +3 shortsword (small);
  +3 leather armor (small);
  shortbow (small);
  arrows (20x)
  
  729
  NPCs
  Torrent Mage
    Thornpriest
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Wizard 4
  Wizard 8
  Wizard 12
  Wizard 16
  Size / Aln
  Medium LE 
  Human
  Medium LE 
  Human
  Medium LE 
  Human
  Medium LE 
  Human
  HP
  14
  31
  47
  55
  Armor 
  Class
  15
  16
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0) 
  DEX 14 (+2) 
  CON 10 (+0) 
  INT 
  18 (+6) 
  WIS 
  9 
  (+1) 
  CHA 10 (+0)
  STR 
  10 (+0) 
  DEX 16 (+3) 
  CON 10 (+0) 
  INT 
  18 (+7) 
  WIS 
  9 
  (+2) 
  CHA 10 (+0)
  STR 
  10 (+0) 
  DEX 18 (+4) 
  CON 10 (+0) 
  INT 
  18 (+8) 
  WIS 
  9 
  (+3) 
  CHA 10 (+0)
  STR 
  10 (+0) 
  DEX 20 (+5) 
  CON 10 (+0) 
  INT 
  18 (+9) 
  WIS 
  9 
  (+4) 
  CHA 10 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Languages Common, Giant
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -2 (1d8+2); 320 
  ft.’: -2 (1d8+2) 
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +0 (1d8+3); 320 ft.’: 
  +0 (1d8+3) 
  Melee +1 Dagger +7 
  (1d4+4) 
  Ranged +1 Dagger 20 ft.’: 
  +7 (1d4+4); 60 ft.’: +7 
  (1d4+4)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +2 (1d8+4); 320 
  ft.’: +2 (1d8+4) 
  Melee +2 Dagger +10 
  (1d4+6 ) 
  Ranged +2 Dagger 20 ft.’: 
  +10 (1d4+6); 60 ft.’: +10 
  (1d4+6) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +4 (1d8+5); 320 ft.’: 
  +4 (1d8+5) 
  Melee +3 Dagger +13 
  (1d4+8 ) 
  Ranged +3 Dagger 20 ft.’: 
  +13 (1d4+8); 60 ft.’: +13 
  (1d4+8) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  LE; Medium Humanoid (Human)
  
  730
  NPCs
  Special Abilities
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 8, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 2nd-
  level spell slot or two 1st-level spell slots.
  Empowered Evocation Beginning at 10th level, you can add +4 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellbook, Spellcasting
  Spell-
  casting
  Save DC 14; Spell Atk +6
  2nd: gust of wind; ray of 
  enfeeblement; scorching ray
  1st: color spray; magic 
  missile; sleep; thunderwave
  Save DC 15; Spell Atk +7
  4th: black tentacles; fire 
  shield; wall of fire
  3rd: fireball; lightning bolt; 
  sleet storm
  2nd: gust of wind; ray of 
  enfeeblement; scorching ray
  1st: color spray; magic 
  missile; sleep; thunderwave
  Save DC 16; Spell Atk +8
  6th: freezing sphere
  5th: cloudkill; wall of stone
  4th: black tentacles; fire 
  shield; wall of fire
  3rd: fireball; lightning bolt; 
  sleet storm
  2nd: gust of wind; ray of 
  enfeeblement; scorching 
  ray
  1st: color spray; magic 
  missile; sleep; thunderwave
  Save DC 17; Spell Atk +9
  8th: control weather
  7th: delayed blast fireball
  6th: freezing sphere
  5th: cloudkill; wall of stone
  4th: black tentacles; fire 
  shield; wall of fire
  3rd: fireball; lightning bolt; 
  sleet storm
  2nd: gust of wind; ray of 
  enfeeblement; scorching ray
  1st: color spray; magic 
  missile; sleep; thunderwave
  Equipment
  Light crossbow;
  crossbow bolts (10x);
  dagger
  Light crossbow;
  crossbow bolts (10x);
  +1 dagger
  Light crossbow;
  crossbow bolts (10x);
  +2 dagger
  Light crossbow;
  crossbow bolts (10x);
  +3 dagger
  
  731
  NPCs
  Vinestalker
    Antimagic Shell
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Rogue 4
  Rogue 8
  Rogue 12
  Rogue 16
  Size / Aln
  Medium LN 
  Human
  Medium LN 
  Human
  Medium LN 
  Human
  Medium LN 
  Human
  HP
  12
  34
  54
  71
  Armor 
  Class
  16
  18
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1) 
  DEX 18 (+6) 
  CON 10 (+0) 
  INT 
  13 (+3) 
  WIS 
  15 (+2) 
  CHA 7 
  (-2)
  STR 
  12 (+1) 
  DEX 20 (+8) 
  CON 10 (+0) 
  INT 
  13 (+4) 
  WIS 
  15 (+2) 
  CHA 7 
  (-2)
  STR 
  16 (+3) 
  DEX 20 (+9) 
  CON 10 (+0) 
  INT 
  13 (+5) 
  WIS 
  15 (+2) 
  CHA 7 
  (-2)
  STR 
  18 (+4) 
  DEX 20 (+10) 
  CON 10 (+0) 
  INT 
  13 (+6) 
  WIS 
  15 (+2) 
  CHA 7 
  (-2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  +4 Thieves’ Tools
  Passive Perception 18
  +6 Thieves’ Tools
  Passive Perception 20
  +8 Thieves’ Tools
  Passive Perception 22
  +10 Thieves’ Tools
  Languages Common, Dwarvish
  Attacks
  Melee Longsword +3 
  (1d8+1 ) 
  Ranged Shortbow ) --> 30 
  ft.’: -4 (1d6+4); 120 ft.’: -4 
  (1d6+4) 
  Melee Dagger +6 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Ranged Shortbow ) --> 30 
  ft.’: -2 (1d6+5); 120 ft.’: -2 
  (1d6+5) 
  Melee +1 Longsword +5 
  (1d8+2 ) 
  Melee Dagger +8 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+5); 60 ft.’: +8 
  (1d4+5) 
  Ranged Shortbow ) --> 30 
  ft.’: -1 (1d6+5); 120 ft.’: -1 
  (1d6+5) 
  Melee +2 Longsword +9 
  (1d8+5 ) 
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5) 
  Ranged Shortbow ) --> 30 
  ft.’: +0 (1d6+5); 120 ft.’: +0 
  (1d6+5) 
  Melee +3 Longsword +12 
  (1d8+7 ) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  LN; Medium Humanoid (Human)
  
  732
  NPCs
  Special Abilities
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so do 
  rogues who prefer to think of themselves as professional treasure seekers, 
  explorers, delvers, and investigators. In addition to improving your agility 
  and stealth, you learn skills useful for delving into ancient ruins, reading 
  unfamiliar languages, and using magic items you normally couldn’t 
  employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable 
  Talent, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, 
  Uncanny Dodge
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Slippery Mind, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Longsword;
  shortbow;
  arrows (20x);
  dagger;
  studded leather armor
  +1 longsword;
  shortbow;
  arrows (20x);
  dagger;
  +1 studded leather armor
  +2 longsword;
  shortbow;
  arrows (20x);
  dagger;
  +2 studded leather 
  armor
  +3 longsword;
  shortbow;
  arrows (20x);
  dagger;
  +3 studded leather armor
  
  733
  NPCs
  Weevil 
  Crusader
    Scarlet Path
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Paladin 4
  Paladin 8
  Paladin 12
  Paladin 16
  Size / Aln
  Medium LG 
  Elf (High)
  Medium LG 
  Elf (High)
  Medium LG 
  Elf (High)
  Medium LG 
  Elf (High)
  HP
  27
  41
  60
  70
  Armor 
  Class
  15
  16
  17
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  14 (+2) 
  WIS 
  9 
  (+1) 
  CHA 16 (+5)
  STR 
  17 (+3) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  14 (+2) 
  WIS 
  9 
  (+2) 
  CHA 16 (+6)
  STR 
  19 (+4) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  14 (+2) 
  WIS 
  9 
  (+3) 
  CHA 16 (+7)
  STR 
  20 (+5) 
  DEX 14 (+2) 
  CON 10 (+0) 
  INT 
  14 (+2) 
  WIS 
  9 
  (+4) 
  CHA 16 (+8)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Passive Perception 14
  Languages Common, Dwarvish, Elvish
  LG; Medium Humanoid (Elf)
  
  734
  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. 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.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such 
  meditation is “trance.”) 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.
  Aura of Courage Starting at 10th level, you and friendly creatures within 
  10 feet of you can’t be frightened while you are conscious.
  Aura of Devotion Starting at 7th level, you and friendly creatures within 
  10 feet of you can’t be charmed while you are conscious.
  Aura of Protection Starting at 6th level, whenever you or a friendly 
  creature within 10 feet of you must make a saving throw, the creature 
  gains a bonus to the saving throw equal to 3. You must be conscious to 
  grant this bonus.
  Channel Divinity Your oath allows you to channel divine energy to fuel 
  magical effects. Each Channel Divinity option provided by your oath 
  explains how to use it. When you use your Channel Divinity, you choose 
  which option to use. You must then finish a short or long rest to use 
  your Channel Divinity again. Some Channel Divinity effects require saving 
    Low
    Moderate
    Advanced
    Elite
  Attacks
  Melee Spear +4 (1d6+4 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +4 (1d6+2); 60 ft.’: +4 
  (1d6+2) 
  Melee +1 Spear +7/+7 
  (1d6+6 ) 
  Ranged +2 Spear  20 ft.’: 
  +7/+7 (1d6+4); 60 ft.’: 
  +7/+7 (1d6+4) 
  Melee +2 Spear +10/+10 
  (1d6+8 ) 
  Ranged +2 Spear  20 ft.’: 
  +10/+10 (1d6+6); 60 ft.’: 
  +10/+10 (1d6+6)
  Melee +3 Spear +13/+13 
  (1d6+10 ) 
  Ranged +3 Spear  20 ft.’: 
  +13/+13 (1d6+8); 60 ft.’: 
  +13/+13 (1d6+8) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Channel 
  Divinity, Divine Health, 
  Divine Sense, Divine Smite, 
  Fighting Style, Lay on 
  Hands, Oath of Devotion, 
  Oath Spells, Sacred 
  Oath, Sacred Weapon, 
  Spellcasting, Spellcasting 
  Focus, Turn the Unholy, 
  Dueling 
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, 
  Aura of Devotion, Aura of 
  Protection, Channel Divinity, 
  Divine Health, Divine Sense, 
  Divine Smite, Extra Attack, 
  Fighting Style, Lay on Hands, 
  Oath of Devotion, Oath 
  Spells, Sacred Oath, Sacred 
  Weapon, Spellcasting, 
  Spellcasting Focus, Turn the 
  Unholy, Dueling 
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Aura of 
  Courage, Aura of Devotion, 
  Aura of Protection, Channel 
  Divinity, Divine Health, 
  Divine Sense, Divine Smite, 
  Extra Attack, Fighting 
  Style, Improved Divine 
  Smite, Lay on Hands, 
  Oath of Devotion, Oath 
  Spells, Sacred Oath, Sacred 
  Weapon, Spellcasting, 
  Spellcasting Focus, Turn the 
  Unholy, Dueling
  Spellcaster Spell Slots, Ability 
  Score Increase, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Aura of Courage, Aura of 
  Devotion, Aura of Protection, 
  Channel Divinity, Cleansing 
  Touch, Divine Health, 
  Divine Sense, Divine Smite, 
  Extra Attack, Fighting Style, 
  Improved Divine Smite, Lay 
  on Hands, Oath of Devotion, 
  Oath Spells, Purity of Spirit, 
  Sacred Oath, Sacred Weapon, 
  Spellcasting, Spellcasting 
  Focus, Turn the Unholy, 
  Dueling
  Spell-
  casting
  Save DC 13; Spell Atk +5
  1st: bless; cure wounds; 
  shield of faith
  Save DC 14; Spell Atk +6
  2nd: aid; branding smite; 
  magic weapon
  1st: bless; cure wounds; 
  heroism; shield of faith
  Save DC 15; Spell Atk +7
  3rd: dispel magic; remove 
  curse; revivify
  2nd: aid; branding smite; 
  magic weapon
  1st: bless; cure wounds; 
  heroism; shield of faith
  Save DC 16; Spell Atk +8
  4th: death ward; locate 
  creature
  3rd: dispel magic; remove 
  curse; revivify
  2nd: aid; branding smite; 
  magic weapon
  1st: bless; cure wounds; 
  heroism; shield of faith
  Equipment
  Spear;
  hide armor;
  shield
  +1 spear;
  +1 hide armor;
  shield
  +2 spear;
  +2 hide armor;
  shield
  +3 spear;
  +3 hide armor;
  shield
  
  735
  NPCs
  throws. When you use such an effect from this class, the DC equals your 
  paladin spell save DC.
  Cleansing Touch Beginning at 14th level, you can use your action to end 
  one spell on yourself or on one willing creature that you touch. You can 
  use this feature 3 times. You regain expended uses when you finish a 
  long rest.
  Divine Health By 3rd level, the divine magic flowing through you makes 
  you immune to disease.
  Divine Sense The presence of strong evil registers on your senses like a 
  noxious odor, and powerful good rings like heavenly music in your ears. 
  As an action, you can open your awareness to detect such forces. Until 
  the end of your next turn, you know the location of any celestial, fiend, or 
  undead within 60 feet of you that is not behind total cover. You know the 
  type (celestial, fiend, or undead) of any being whose presence you sense, 
  but not its identity (the vampire Count Strahd von Zarovich, for instance). 
  Within the same radius, you also detect the presence of any place or 
  object that has been consecrated or desecrated, as with the hallow spell. 
  You can use this feature 4 times. When you finish a long rest, you regain 
  all expended uses.
  Divine Smite Starting at 2nd level, when you hit a creature with a melee 
  weapon attack, you can expend one spell slot to deal radiant damage to 
  the target, in addition to the weapon’s damage. The extra damage is 2d8 
  for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a 
  maximum of 5d8. The damage increases by 1d8 if the target is an undead 
  or a fiend.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Improved Divine Smite By 11th level, you are so suffused with righteous 
  might that all your melee weapon strikes carry divine power with them. 
  Whenever you hit a creature with a melee weapon, the creature takes 
  an extra 1d8 radiant damage. If you also use your Divine Smite with an 
  attack, you add this damage to the extra damage of your Divine Smite.
  Lay on Hands Your blessed touch can heal wounds. You have a pool 
  of healing power that replenishes when you take a long rest. With that 
  pool, you can restore a total number of hit points equal to 80. As an 
  action, you can touch a creature and draw power from the pool to restore 
  a number of hit points to that creature, up to the maximum amount 
  remaining in your pool. Alternatively, you can expend 5 hit points from 
  your pool of healing to cure the target of one disease or neutralize 
  one poison affecting it. You can cure multiple diseases and neutralize 
  multiple poisons with a single use of Lay on Hands, expending hit 
  points separately for each one. This feature has no effect on undead and 
  constructs.
  Oath of Devotion The Oath of Devotion binds a paladin to the loftiest 
  ideals of justice, virtue, and order. Sometimes called cavaliers, white 
  knights, or holy warriors, these paladins meet the ideal of the knight in 
  shining armor, acting with honor in pursuit of justice and the greater 
  good. They hold themselves to the highest standards of conduct, 
  and some, for better or worse, hold the rest of the world to the same 
  standards. Many who swear this oath are devoted to gods of law and 
  good and use their gods’ tenets as the measure of their devotion. They 
  hold angels-the perfect servants of good-as their ideals, and incorporate 
  images of angelic wings into their helmets or coats of arms.
  Purity of Spirit Beginning at 15th level, you are always under the effects 
  of a protection from evil and good spell.
  Sacred Weapon As an action, you can imbue one weapon that you are 
  holding with positive energy, using your Channel Divinity. For 1 minute, 
  you add +3 to attack rolls made with that weapon. The weapon also emits 
  bright light in a 20-foot radius and dim light 20 feet beyond that. If the 
  weapon is not already magical, it becomes magical for the duration. You 
  can end this effect on your turn as part of any other action. If you are no 
  longer holding or carrying this weapon, or if you fall unconscious, this 
  effect ends.
  Turn the Unholy As an action, you present your holy symbol and speak 
  a prayer censuring fiends and undead, using your Channel Divinity. Each 
  fiend or undead that can see or hear you within 30 feet of you must make 
  a Wisdom saving throw. If the creature fails its saving throw, it is turned 
  for 1 minute or until it takes damage. A turned creature must spend its 
  turns trying to move as far away from you as it can, and it can’t willingly 
  move to a space within 30 feet of you. It also can’t take reactions. For its 
  action, it can use only the Dash action or try to escape from an effect that 
  prevents it from moving. If there’s nowhere to move, the creature can use 
  the Dodge action.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  
  736
  Appendices
  Open Gaming License (OGL)
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, 
  registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, 
  locations, characters, artworks, and trade dress. (Elements that have previously been 
  designated as Open Game Content are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo Publishing game product are Open Game Content, as defined in 
  the Open Game License version 1.0a Section 1(d). No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any form without written 
  permission.
  OPEN GAME LICENSE Version 1.0a
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  content does not embody the Product Identity and is an enhancement over the prior art 
  and any additional content clearly identified as Open Game Content by the Contributor, 
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  means product and product line names, logos and identifying marks including trade dress; 
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  Contributor to identify itself or its products or the associated products contributed to 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick 
  Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy 
  Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; 
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  Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito 
  Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard 
  Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, 
  Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim 
  Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim 
  Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. 
  Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, 
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  Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-
  MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil 
  Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, 
  Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom 
  Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray 
  Vallese.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, 
  Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures. © 2015, Paizo Inc.; Authors: John 
  Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam 
  Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik 
  Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, 
  Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
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  Baker, Jesse Benner, Ross Byers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim 
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  Schwalb, Mark Seifter, and Russ Taylor.
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  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: 
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  Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen 
  Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, 
  Russ Taylor, and Stephen Townshend.
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  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, 
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan 
  Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. 
  Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ 
  Taylor. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Infinium Game Studios/Druid Enclave.pdf