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Return To The Moathouse
Return To The Moathouse
Moathouse
A Dungeons & Dragons® Adventure
By Mike Mearls
Reviewed by Chris Tulach, RPGA Content Designer
Playtested by Greg Bilsland, Michele Carter, Trevor Kidd, Chris
Lindsay, and Chris Sims
For years, the forces of Elemental Evil remained quiet. Adventurers picked through the ruins of
the moathouse again and again, each time finding little more than dust and the remains of epic
battles of days long gone. Thus, you aren't surprised that your quarry, a murderous orc cleric of
Iuz named Tahrg Soulhammer, fled there when you nearly caught him. Tahrg is intent on making
a last stand, and you are more than happy to provide him with one. Yet, you can't help but wonder
if there's more here than meets the eye. Tahrg is too clever to trap himself in a decrepit old ruin.
Does the moathouse still harbor some dark evil? A one-round, one-shot adventure for 5th level
characters.
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
designed by Andy Collins, Rob Heinsoo, and James Wyatt.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20.
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of
Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2008
Wizards of the Coast, Inc.
For rules questions specific to this document email rpgasanctioning@wizards.com.
®
Reading Monster Stat Blocks
RPGA Sanctioned Play Most of the information should be easy to understand, as
Most likely you ordered this adventure as part of an it mirrors the information presented in the Monster
RPGA event from the RPGA website, or you received it Manual. Attacks have a letter next to them designating
from your senior gamemaster. To play this adventure the type: M for melee, R for ranged, C for close, and A
and receive rewards from the RPGA REWARDS program, for area. A lower-case letter (used only in some melee
you must sanction it as part of an RPGA event. This and ranged attacks) denotes that the attack can be used
event could be as elaborate as a big convention, or as as a basic attack.
simple as a group of friends meeting at the DM’s house.
To sanction an RPGA event, you must be at least a Characters
HERALD-LEVEL™ gamemaster. The person who sanctions
the event, called the senior gamemaster, is in charge of Along with this adventure, you’ll find 6 player
making sure the event is sanctioned before play, runs characters (PCs). Players can use these pre-generated
smoothly on the date sanctioned, and gets reported back characters, or they can create their own 5th-level
to the RPGA in a timely manner. The person who runs character using the rules presented in the RPGA
the game is called the table Dungeon Master (or usually Character Creation Guide. See the RPGA website for a
just DM). Sometimes (and almost all the time in the copy of the guide.
cases of home events) the senior gamemaster is also the
table DM. You don’t have to be a HERALD-LEVEL GM to Important DM Information
run this adventure if you are not the senior GM.
As the DM of the session, you have the most important
By sanctioning and reporting this adventure you
role in facilitating the enjoyment of the game for the
accomplish a couple of things. First, it is an official game,
players. You take the words on these pages and make
tracked under your play history. Second, players and
them come alive. The outcome of a fun game session
DMs gain rewards for sanctioned RPGA play if they are
often creates stories that live well beyond the play at the
members of the RPGA REWARDS program. Playing this
table. Always follow this golden rule when you DM for a
adventure is worth four (4) points.
group:
This adventure retires from RPGA-sanctioned play
on December 31, 2009.
Make decisions and adjudications that enhance the
To learn more about RPGA event sanctioning and
fun of the adventure when possible.
RPGA REWARDS, visit the RPGA website at
www.rpga.com.
To reinforce this golden rule, keep in mind the
following:
Preparing for Play
In order to play this adventure, you’ll need copies of the • You are empowered to make adjustments to
following D&D 4th Edition rulebooks: Player’s Handbook, the adventure and make decisions about how
Dungeon Master’s Guide, and the Monster Manual. Any the group interacts with the world of this
other rules referenced in this adventure will be noted in adventure. This is especially important and
the New Rules Items section at the end of the applicable outside of combat encounters, but feel
adventure. free to use the "scaling the encounter" advice
Throughout this adventure, text in bold italics (usually for adjusting to different-sized groups) to
provides player information for you to paraphrase or adjust combat encounters for groups that are
read aloud when appropriate. Information on nonplayer having too easy or too hard of a time in an
characters (NPCs) and monsters appear in abbreviated adventure.
form in the adventure text. • Don't make the adventure too easy or too
Along with this adventure, you’ll find a RPGA difficult for a group. Never being challenged
Session Tracking sheet. If you’re playing this adventure makes for a boring game, and being
as part of an RPGA-sanctioned event, complete and turn overwhelmed makes for a frustrating game.
in this sheet to your Senior GM directly after play. Gauge the experience of the players (not the
characters) with the game, try to feel out (or ask)
what they like in a game, and attempt to give
each of them the experience they’re after when
Maps
Use Map 1 for Encounters 1-3. Use Map 2 for Encounter
4.
Treasure
The two skeletons wear bronze holy symbols of Iuz.
While worth no money, they could prove useful in
encounter 3.
Conclusion
With Tahrg and his followers slain, the PCs are free to
head back to Hommlet. They may wish to venture
deeper into the moathouse dungeon, but such
expeditions are beyond the scope of this adventure.
That night while the PCs sleep, they all share the
same nightmare. Read the following to the players:
Lareth the Vile Level 6 Controller (Leader) Sevvik Water-Blessed Level 6 Lurker
Medium natural humanoid (undead) XP 200 Medium elemental humanoid (orc, water) XP 200
Initiative +4 Senses Perception +6 Initiative +11 Senses Perception +10
HP 73; Bloodied 36 HP 61; Bloodied 30
AC 21; Fortitude 19, Reflex 17, Will 18 AC 20; Fortitude 18, Reflex 18, Will 17
Speed 5 Speed 6, swim 6
m Staff of Striking (standard; at-will) • Weapon m Daggers (standard; at-will) • Poison, Weapon
+11 vs. AC; 1d8+4 damage, slide 3, and secondary attack against +12 vs. AC; 1d4+4 poison damage and ongoing 5 poison damage
target. (save ends).
Secondary Attack: +9 vs. Fortitude; knocked prone. r Thrown Dagger (standard; at-will) • Weapon
C Dance of the Dead (minor; encounter) Range 5/10; +12 vs. AC; 1d4+4 poison damage and ongoing 5
Burst 5; all undead allies in burst immediately shift 3 squares. poison damage (save ends).
R Night's Veil (standard; encounter) • Implement Water Form (minor; at-will)
Range 10; +9 vs. Fortitude; target blinded (save ends). Sevvik turns into a pool of water. He gains insubstantial, a +5 bonus
C Grace Chill (standard; encounter) • Implement on Stealth checks, and can shift 5 squares as a move action in this
Burst 3; +9 vs. Will; target immobilized (save ends). form but cannot use his melee or ranged basic attack.
C Call of the Grave (minor; recharge 5 6) • Implement Water Shift (immediate reaction when damaged by a melee attack;
Burst 5; one slain undead ally in aura returns to life with 10 hit encounter)
points or its maximum, whichever is lower. Sevvik gains insubstantial against the attack and can slide 5
Alignment Chaotic evil Languages Common squares.
Skills Intimidate +10, Religion +9 M Drowning Embrace (standard when in water form; recharge 5 6)
Str 20 (+8) Dex 13 (+4) Wis 17 (+6) +10 vs. Fortitude; 2d6+4 damage and ongoing 5 damage (save
Con 17 (+7) Int 12 (+4) Cha 14 (+5) ends).
Equipment Platemail, staff, holy symbol of Lolth Alignment Evil Languages Common
Skills Athletics +9, Bluff +8, Perception +10, Stealth +12, Thievery
+12
Tahrg Soulhammer Level 6 Controller (Leader) Str 12 (+4) Dex 18 (+7) Wis 15 (+5)
Medium natural humanoid (orc) XP 200 Con 19 (+7) Int 13 (+4) Cha 10 (+3)
Initiative +4 Senses Perception +6 Equipment Leather armor, four daggers.
HP 73; Bloodied 36
AC 20; Fortitude 19, Reflex 17, Will 18
Speed 5 Zombies of Iuz Level 5 Minion
m Mace (standard; at-will) • Weapon Medium animate (undead) XP 50
+11 vs. AC; 1d8+4 damage and daze until the end of Tahrg's next Initiative +5 Senses Perception +1
turn. HP 1; a missed attack never damages a minion.
r Blackfire Bolt (standard; at-will) • Implement AC 20; Fortitude 18, Reflex 17, Will 17
Range 10; +9 vs. Fortitude; 1d8+4 necrotic damage and Speed 6
immobilized until the end of Tahrg's next turn. m Claw (standard; at-will) • Weapon
M/R Wasting Curse (standard; encounter) • Implement or Weapon +9 vs. AC; 4 damage
Range 10 or melee; melee +12 vs. AC, ranged +10 vs. Reflex; M Clutch of Death (standard; at-will) • Weapon
1d6+4 damage, vulnerability 5 all and ongoing 5 damage (save +9 vs. Reflex; target grabbed and suffers –1 on attacks and all
ends both). defenses (including AC) per zombie of Iuz that is grabbing it.
Aftereffect: Ongoing 5 damage (save ends). Death Burst
Alignment Chaotic evil Languages Common, Giant When reduced to 0 hit points, all living creatures adjacent to the
Skills Athletics +11, Intimidate +10, Religion +9, Stealth +7 zombie of Iuz suffer 4 necrotic damage.
Str 20 (+8) Dex 13 (+4) Wis 17 (+6) Alignment Evil Languages None
Con 17 (+7) Int 12 (+4) Cha 14 (+5) Skills Stealth +10
Equipment Chainmail, light shield, mace, holy symbol of Iuz Str 17 (+5) Dex 16 (+5) Wis 8 (+1)
Con 10 (+2) Int 3 (–2) Cha 7 (+0)
Map Key
B = blazing skeletons
G = gnome snipers
K = Kerek the Deceptor
M = gnome mistcallers
R = runeflame skeletons
S = specters
T = bog toads
Z = zombies of Iuz
Map Key
G = ghouls
R = green slime trap
S = Sevvik Water-Blessed
T = Tahrg
Z = zombies of Iuz
EQUIPMENT
+1 bloodclaw greatsword (see back), +1 delver’s scale armor (see back), ironskin belt (see back), crossbow, quiver with 10 bolts,
backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days’ trail rations, 50 ft. of hempen rope, waterskin
EXPLOITS (Martial Powers)
At-Will Powers Daily Powers
Cleave Fighter Attack 1 Brute Strike Fighter Attack 1
You hit one enemy, then cleave into another. You shatter armor and bone with a ringing blow.
At-Will ✦ Martial, Weapon Daily ✦ Martial, Reliable, Weapon
Standard Action Melee weapon Standard Action Melee weapon
Target: One creature Target: One creature
Attack: +11 vs. AC Attack: +11 vs. AC
Hit: 1d10 + 6 damage, and an enemy adjacent to the target takes 4 Hit: 3d10 + 6 damage.
damage.
Inspiring Word Warlord Feature
Sure Strike Fighter Attack 1 You call out to a wounded ally and offer inspiring words of courage and
You trade power for precision. determination that helps that ally heal.
At-Will ✦ Martial,Weapon Daily ✦ Martial, Healing
Standard Action Melee weapon Minor Action Close burst 5
Target: One creature Target: You or one ally in burst
Attack: +13 vs. AC Effect: The target can spend a healing surge and regain an additional
Hit: 1d10 damage. 1d6 hit points.
SPELLS (Arcane Powers) Note: Some race and class features are already added into
See back of character sheet. the character’s statistics and are not listed on the sheet.
EQUIPMENT
+1 surge leather armor (see back), +1 defensive longsword (see back), gauntlets of ogre power (see back), backpack, bedroll, flint and
steel, belt pouch, 2 sunrods, 10 days’ trail rations, 50 ft. of hempen rope, waterskin
SPELLS (Arcane Powers)
At-Will Powers Encounter Powers (continued)
Aegis of Shielding Swordmage Feature Dimensional Warp Swordmage Utility 2
You create an arcane link between you and a foe, allowing you to instantly You reach out with arcane power, and two of your nearby allies suddenly
respond to its attacks with a counterassault. wink out and reappear in each other’s places.
At-Will ✦ Arcane, Teleportation
Minor Action Close burst 2 Encounter ✦ Arcane, Teleportation
Target: One creature in burst Minor Action Close burst 3
Effect: You mark the target. The target remains marked until you use Targets: You and one ally in burst or two allies in burst
this power against another target. If you mark other creatures using Effect: Each target teleports into the other’s space. Both targets
other powers, the target is still marked. A creature can be subject to must occupy the same size space, or the power fails.
only one mark at a time. A new mark supersedes a mark that was
already in place.
If your marked target makes an attack that doesn’t include you Daily Powers
as a target, it takes a ---2 penalty to attack rolls. If that attack hits and Frost Backlash Swordmage Attack 1
the attacker is within 10 squares of you, you can use an immediate As your enemy swings for the kill, your warding suddenly turns to ice and
interrupt to reduce the damage dealt by that attack to any one lashes out at your foe with the fury of winter.
creature by 9 points.
Daily ✦ Arcane, Cold, Weapon
Booming Blade Swordmage Attack 1 Immediate Interrupt Melee weapon
A field of sound punishes your enemy, and it becomes louder if your enemy Trigger: An adjacent creature hits you
tries to escape. Target: The creature that hit you
At-Will ✦ Arcane, Thunder, Weapon Attack: +9 vs. Reflex
Standard Action Melee weapon Hit: 3d8 + 5 cold damage.
Target: One creature Miss: Half damage.
Attack: +9 vs. AC
Hit: 1d8 + 5 damage, and if the target is adjacent to you at the start Lingering Lightning Swordmage Attack 5
of its turn and moves away, it takes 1d6 + 4 thunder damage. Tendrils of bluish white lightning course from your blade to electrocute
your enemies.
Sword Burst Swordmage Attack 1 Daily ✦ Arcane, Lightning, Weapon
A sweep of your sword blasts those around you with force. Standard Action Ranged 5
At-Will ✦ Arcane, Force, Implement
Target: One, two, or three creatures
Standard Action Close burst 1
Target: Each enemy in burst Attack: +9 vs. Reflex, one attack per target
Attack: +6 vs. Reflex Hit: 1d8 + 5 damage, and ongoing 5 lightning damage (save ends).
Hit: 1d6 + 4 force damage. Miss: Half damage, and no ongoing damage.
Encounter ✦ Arcane, Cold, Weapon Enhancement: Attack rolls and damage rolls (already added)
Critical: +1d6 damage
Standard Action Melee weapon
Property: When you take the total defense or second wind action,
Target: One creature
add the enhancement bonus of this weapon as an item bonus to all of
Attack: +9 vs. AC
your defenses until the start of your next turn.
Hit: 1d8 + 5 cold damage, and the target takes 4 cold damage each
time it attacks until the start of your next turn. +1 Surge Leather Armor Level 3
Many great heroes have survived dangerous battles thanks to the offensive
Corrosive Ruin Swordmage Attack 3 and defensive benefits of this armor.
You spin your blade in a tight circle in front of you, assailing foes with a
Enhancement: AC (already added)
spray of flesh-melting acid.
Power (Daily): Minor Action. Gain a +2 power bonus to all attack
Encounter ✦ Acid, Arcane, Weapon rolls and defenses. This bonus is reduced by 1 at the start of each of
Standard Action Close blast 3 your turns,
Target: Each creature in blast
Attack: +9 vs. Fortitude Gauntlets of Ogre Power Level 5
Hit: 1d8 + 5 acid damage. These oversized armored gloves increase your strength and can be activated
to increase your damage.
Property: Gain a +1 item bonus to Athletics checks (already added)
and Strength ability checks (but not Strength attacks).
Power (Daily): Free Action. Use this power when you hit with a
melee attack. Add a +5 power bonus to the damage roll.
KUREL THE BUTCHER
MALE ELF ROGUE
LEVEL 5 UNALIGNED
"The first cut may not be fatal, but it’ll hurt like hell.”
EQUIPMENT
+1 duelist’s dagger (see back), acrobat boots (see back), +1 deathcut leather armor (see back), 2 daggers, thieves’ tools (+2 to open locks or disarm
traps), backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days’ trail rations, 50 ft. of hempen rope, waterskin
EXPLOITS (Martial Powers)
At-Will Powers Daily Power
Deft Strike Rogue Attack 1 Easy Target Rogue Attack 1
A final lunge brings you into an advantageous position. You deal a staggering blow to your enemy, setting it up for future attacks.
At-Will ✦ Martial, Weapon Daily ✦ Martial, Weapon
Standard Action Melee or Ranged weapon Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a Requirement: You must be wielding a crossbow, a light blade, or a
sling. sling.
Target: One creature Target: One creature
Special: You can move 2 squares before the attack. Attack: +11 vs. AC
Attack: +11 vs. AC Hit: 2d4 + 6 damage (2d4 + 5 damage ranged), and the target is
Hit: 1d4 + 6 damage (1d4 + 5 damage ranged). slowed and grants combat advantage to you (save ends both).
Miss: Half damage, and the target grants combat advantage to you
Piercing Strike Rogue Attack 1 until the end of your next turn.
A needle-sharp point slips past armor and into tender flesh.
At-Will ✦ Martial, Weapon Magic Items
Standard Action Melee weapon +1 Duelist’s Dagger Level 3
Requirement: You must be wielding a light blade. The favorite weapon of a rogue.
Target: One creature Enhancement: Attack rolls and damage rolls (already added)
Attack: +11 vs. Reflex Critical: +1d6 damage, or +1d8 damage if you have combat
Hit: 1d4 + 6 damage. advantage
Power (Daily): Minor Action. You have combat advantage against the
next creature you attack with this weapon on this turn.
Encounter Powers
Elven Accuracy Elf Racial Power
Acrobat Boots Level 2
With an instant of focus, you take careful aim at your foe and strike with
These enchanted boots enhance your acrobatic skills.
the legendary accuracy of the elves.
Property: Gain a +1 item bonus to Acrobatics checks (already
Encounter
added).
Free Action Personal
Power (At-Will): Minor Action. Stand up from prone.
Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
+1 Deathcut Leather Armor Level 5
Topple Over Rogue Attack 3
Crafted from the hides of creatures slain by necromantic magic, this armor
Balance and momentum are your allies as you lunge forward, strike deftly,
radiates unease and offers protection against similar magic.
and knock your opponent to the ground.
Enhancement: AC (already added)
Encounter ✦ Martial,Weapon Property: Resist 5 necrotic and resist 5 poison.
Standard Action Melee weapon Power (Daily ✦ Necrotic): Immediate Reaction. You can use this
Requirement: You must be wielding a light blade.
power when an enemy hits you with a melee attack. Deal 1d10 + 1
Target: One creature necrotic damage to that enemy.
Attack: +14 vs. AC
Hit: 1d4 + 6 damage, and the target is knocked prone.
EQUIPMENT
+1 orb of inevitable continuance (see back), +1 amulet of physical resolve (see back), +1 bloodthread cloth armor (see back), staff,
spellbook, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days’ trail rations, 50 ft. of hempen rope, waterskin
SPELLS (Arcane Powers)
At-Will Powers At-Will Powers (continued)
Cloud of Daggers Wizard Attack 1 Mage Hand Wizard Cantrip
You create a small cloud of whirling daggers of force that relentlessly attack You gesture toward an object nearby, and a spectral floating hand
creatures in the area. lifts the object into the air and moves it where you wish.
At-Will ✦ Arcane, Force, Implement At-Will ✦ Arcane, Conjuration, Force
Standard Action Area 1 square within 10 squares Minor Action Ranged 5
Target: Each creature in square Effect: You conjure a spectral, floating hand in an unoccupied square
Attack: +8 vs. Reflex within range. The hand picks up, moves, or manipulates an adjacent
Hit: 1d6 + 6 force damage. object weighing 20 pounds or less and carries it up to 5 squares. If
Effect: The power’s area is filled with sharp daggers of force. you are holding the object when you use this power, the hand can
Any creature that enters the area or starts its turn there takes 2 force move the object into a pack, a pouch, a sheath, or a similar container
damage. The cloud remains in place until the end of your next turn. and simultaneously move any one object carried or worn anywhere
You can dispel it earlier as a minor action. on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a
Ghost Sound Wizard Cantrip free action, you can cause the hand to drop an object it is holding,
and as a minor action, you can cause the hand to pick up or
With a wink, you create an illusory sound that emanates from somewhere
manipulate a different object.
close by.
Sustain Minor: You can sustain the hand indefinitely.
At-Will ✦ Arcane, Illusion Special: You can create only one hand at a time.
Standard Action Ranged 10
Target: One object or unoccupied square Ray of Frost Wizard Attack 1
Effect: You cause a sound as quiet as a whisper or as loud as a yelling A blisteringly cold ray of white frost streaks to your target.
or fighting creature to emanate from the target. You can produce At-Will ✦ Arcane, Cold, Implement
nonvocal sounds such as the ringing of a sword blow, jingling armor,
Standard Action Ranged 10
or scraping stone. If you whisper, you can whisper quietly enough
Target: One creature
that only creatures adjacent to the target can hear your words.
Attack: +8 vs. Fortitude
Hit: 1d6 + 7 cold damage, and the target is slowed until the end of
Magic Missile Wizard Attack 1 your next turn.
You launch a silvery bolt of force at an enemy.
At-Will ✦ Arcane, Force, Implement Encounter Powers
Standard Action Ranged 20 Color Spray Wizard Attack 3
Target: One creature A brilliant blast of flashing colors springs from your outstretched fingers,
Attack: +8 vs. Reflex knocking nearby enemies senseless.
Hit: 2d4 + 6 force damage. Encounter ✦ Arcane, Implement, Radiant
Special: This power counts as a ranged basic attack. When a power
Standard Action Close blast 5
allows you to make a ranged basic attack, you can use this power.
Target: Each creature in blast
Light Wizard Cantrip Attack: +8 vs. Will
With a wave of your hand, you cause a bright light to appear on the tip of Hit: 1d6 + 6 radiant damage, and the target is dazed until the end of
your next turn.
your staff, upon some other object, or in a nearby space.
At-Will ✦ Arcane Icy Terrain Wizard Attack 1
Minor Action Ranged 5 With frosty breath, you utter a single arcane word that creates a
Target: One object or unoccupied square treacherous patch of ice on the ground, hampering your foes.
Effect: You cause the target to shed bright light. The light fills the Encounter ✦ Arcane, Cold, Implement
target’s square and all squares within 4 squares of it. The light lasts
Standard Action Area burst 1 within 10 squares
for 5 minutes. Putting out the light is a free action.
Target: Each creature in burst
Special: You can have only one light cantrip active at a time. If you
Attack: +8 vs. Reflex
create a new light, your previously cast light winks out.
Hit: 1d6 + 7 cold damage, and the target is knocked prone.
Effect: The power’s area is difficult terrain until the end of your next
turn. You can end this effect as a minor action.
EQUIPMENT
+1 thundering warhammer (see back), +1 chainmail of durability (see back), light bashing shield (see back), 2 throwing hammers, holy symbol of
Moradin, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days’ trail rations, 50 ft. of hempen rope, waterskin
PRAYERS (Divine Powers)
At-Will Powers Healing Word Cleric Feature
Righteous Brand Cleric Attack 1 You whisper a brief prayer as divine light washes over your target, helping
You smite your foe with your weapon and brand it with a ghostly, glowing to mend its wounds.
symbol of your deity’s anger. By naming one of your allies when the symbol Encounter (Special) ✦ Divine, Healing
appears, you add divine power to that ally’s attacks against the branded foe. Special: You can use this power twice per encounter, but only once
At-Will ✦ Divine,Weapon per round.
Standard Action Melee weapon Minor Action Close burst 5
Target: One creature Target: You or one ally
Attack: +8 vs. AC Effect: The target can spend a healing surge and regain an additional
Hit: 1d10 + 6 damage, and one ally within 5 squares of you gains a 1d6 + 4 hit points.
+3 power bonus to melee attack rolls against the target until the end
Split the Sky Cleric Attack 3
of your next turn.
You invoke ancient words of wrath as you attack with your weapon. The
thundering power of your melee strike causes your foe to stumble backward
Priest’s Shield Cleric Attack 1
and fall.
You utter a minor defensive prayer as you attack with your weapon.
Encounter ✦ Divine, Thunder,Weapon
At-Will ✦ Divine, Weapon
Standard Action Melee weapon
Standard Action Melee weapon Target: One creature
Target: One creature Attack: +8 vs. Fortitude
Attack: +8 vs. AC Hit: 1d10 + 6 thunder damage, and you push the target 2 squares
Hit: 1d10 + 6 damage, and you and one adjacent ally gain a +1 and knock it prone.
power bonus to AC until the end of your next turn.
Daily Powers
Encounter Powers Avenging Flame Cleric Attack 1
Channel Divinity: Divine Fortune Cleric Feature You slam your weapon into your foe, who bursts into flame. Divine fire
In the face of peril, you hold true to your faith and receive a special boon. avenges each attack your enemy dares to make.
Encounter ✦ Divine Daily ✦ Divine, Fire,Weapon
Special: You can use divine fortune, power of Amaunator, or turn Standard Action Melee weapon
undead once per encounter, but only one of them per encounter. Target: One creature
Free Action Personal Attack: +8 vs. AC
Effect: You gain a +1 bonus to your next attack roll or saving throw Hit: 2d10 + 6 damage, and ongoing 5 fire damage (save ends).
before the end of your next turn. Miss: Half damage, and no ongoing fire damage.
Special: If the target attacks on its turn, it can’t attempt a saving
Channel Divinity: Turn Undead Cleric Feature throw against the ongoing damage.
You sear undead foes, push them back, and root them in place.
Cure Light Wounds Cleric Utility 2
Encounter ✦ Divine, Implement, Radiant
You utter a simple prayer and gain the power to instantly heal wounds, and
Special: You can use divine fortune, power of Amaunator, or turn your touch momentarily suffuses you or a wounded creature with a dim
undead once per encounter, but only one of them per encounter. silver light.
Standard Action Close burst 2
Daily ✦ Divine, Healing
Target: Each undead creature in burst
Attack: +6 vs. Will Standard Action Melee touch
Hit: 1d10 + 4 radiant damage, and you push the target 4 squares. Target: You or one creature
The target is immobilized until the end of your next turn. Effect: The target regains hit points as if it had spent a healing surge
Miss: Half damage, and the target is not pushed or immobilized. +4 hit points.
SPELLS (Arcane Powers) Note: Some race and class features are already added into
See back of character sheet. the character’s statistics and are not listed on the sheet.
EQUIPMENT
+1 pact blade (see back), +1 amulet of resolution (see back), boots of spider climbing (see back), leather armor, backpack, thieves’ tools (+2 to open
locks or disarm traps), bedroll, flint and steel, belt pouch, 2 sunrods, 10 days’ trail rations, 50 ft. of hempen rope, waterskin
SPELLS (Arcane Powers)
At-Will Powers Attack: +7 vs. Reflex
Hit: 2d6 + 5 fire damage, and the target takes a ---5 penalty to attack
Eldritch Blast Warlock (All) Attack 1
rolls until the end of your next turn.
You fire a bolt of dark, crackling eldritch energy at your foe.
At-Will ✦ Arcane, Implement
Daily Powers
Standard Action Ranged 10
Target: One creature Crown of Madness Warlock (Fey) Attack 5
Attack: +7 vs. Reflex You cause an illusory, twisted crown to appear around the target’s head.
Hit: 1d10 + 5 damage. Under its psychic assault, your enemy loses the ability to distinguish friend
Special: This power counts as a ranged basic attack. When a power from foe.
allows you to make a ranged basic attack, you can use this power. Daily ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Eyebite Warlock (Fey) Attack 1 Target: One creature
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Attack: +7 vs. Will
Your foe reels under your mental assault, and you vanish from his sight. Hit: 2d6 + 5 psychic damage.
Miss: Half damage.
At-Will ✦ Arcane, Charm, Implement, Psychic
Sustain Minor: The target makes a melee basic attack against one of
Standard Action Ranged 10
its adjacent allies of your choice (save ends).
Target: One creature
Attack: +7 vs. Will
Hit: 1d6 + 5 psychic damage, and you are invisible to the target until Curse of the Dark Dream Warlock (Fey) Attack 1
the start of your next turn. You inflict a waking nightmare upon your enemy so that he can no longer
tell what is real and what exists only in his mind. Under its influence he
staggers about, trying to avoid falling from imaginary heights or stepping
Encounter Powers on unreal serpents.
Eldritch Rain Warlock (Fey) Attack 3 Daily ✦ Arcane, Charm, Implement, Psychic
You fire purple rays of eldritch power at your foes.
Standard Action Ranged 10
Encounter ✦ Arcane, Implement Target: One creature
Standard Action Ranged 10 Attack: +7 vs. Will
Targets: One creature, or two creatures no more than 5 squares Hit: 3d8 + 5 psychic damage, and you slide the target 3 squares.
apart from each other Sustain Minor: You slide the target 1 square, whether you hit or miss
Attack: +7 vs. Reflex, one attack per target (save ends).
Hit: 1d10 + 8 damage.
Magic Items
Ethereal Stride Warlock (Star) Utility 2 +1 Pact Blade Level 3
You shift your body out of phase with the world for an instant, teleporting a Warlocks favor this wickedly sharp blade.
short distance. When you reappear, you are still somewhat out of phase Enhancement: Attack rolls and damage rolls (already added)
and difficult to harm or hinder for a short time. Critical: +1d6 damage
Encounter ✦ Arcane, Teleportation Property: This blade functions as a warlock implement, adding its
Move Action Personal enhancement bonus to attack rolls and damage rolls for warlock
Effect: You can teleport 3 squares, and you gain a +2 power bonus to powers that use implements (already added).
all defenses until the end of your next turn. Property: When a creature you have cursed with your Warlock’s
Curse makes a melee attack against you, 1 deal damage.
Special: You do not gain your weapon proficiency bonus to the attack
Second Chance Halfling Racial Power
roll when using a pact blade as an implement.
Luck and small size combine to work in your favor as you dodge your
enemy’s attack.
Encounter +1 Amulet of Resolution Level 2
Immediate Interrupt Personal Whether the affliction be of mind or body, this mithral necklace gives you a
Effect: When an attack hits you, force an enemy to roll the attack second chance to ward it off.
again. The enemy uses the second roll, even if it’s lower. Enhancement: Fortitude, Reflex, and Will (already added)
Power (Daily): Free Action. Use this power when you fail a saving
throw. Reroll the saving throw, using the second result even if it’s
Witchfire Warlock (Fey) Attack 1
lower.
From the mystic energy of the Feywild, you draw a brilliant white flame
and set it in your enemy’s mind and body. Rivulets of argent fire stream up
into the air from his eyes, mouth, and hands; agony disrupts his very
Boots of Spider Climbing Level 5
thoughts. These enchanted boots enhance your ability to climb.
Property: When you make an Athletics check to climb, you can climb
Encounter ✦ Arcane, Fire, Implement at your normal speed instead of one-half your speed.
Standard Action Ranged 10 Power (Daily): Move Action. On this move action, you move with a
Target: One creature climb speed equal to your speed.