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Leilon: The Demon Mines: Part 2: The Old Temple
Leilon: The Demon Mines: Part 2: The Old Temple
Introduction: This is the 18th follow-up adventure to the open-ended module Leilon: City of
Adventure, which provides an overview to the ruined town destroyed by the Spellplague over 100
years ago, as well as the exploration of the city now that the effects of the Sundering have made the
place habitable once again. In this adventure the PCs explore the underground mines further. This
module is designed for a single night of play and explores a deeper section of the mines involving an
underground temple complex.
This is an 11 page adventure consisting of an easy to read, printer-friendly module that contains
basically everything you need to play.
by Keith Stonefield
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
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The Demon Mines- Part 2 drink freely while they are in the mines and fighting the
demons and other monsters.
Read the following when the PCs are rested and having
breakfast in the galley room of the Crossroads.
The last two days since you and the other adventuring
groups secured the upper sections of the mines has been
relative easy. A few minor encounters with some kuo-
toa was the only fighting over the last two days that you
have been resting and fortifying the region. A few
members of the other adventuring groups have been
resting and healing from wounds sustained in the initial
fighting.
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has limited equipment as well and DMs should use Treasure: The dretch carry no treasure.
judgement getting the PCs supplies.
Travel down the slopped ramp brings the PCs to Demon, Dretch (6) Sm. Fiend (demon), CE
another level of worked rooms and occasional mine Armor Class- 11
tunnels. It will be slow if the group investigates every Hit Points (4d6+4) 20
room, but most contain nothing. A few pools of black Speed 20 ft.
ichor mark an encounter the scouts had the previous day. STR DEX CON INT WIS CHA
PCs can find a few old shovels or a skeleton by 11 11 12 5 8 3
investigating, but eventually they will discover the (+0) (+0) (+1) (-3) (-1) (-4)
entrance to the Old Temple.
The scouts did manage to mark a few of the passages Damage Resistances cold, fire lightning
Damage Immunities poison
with chalk to assist in leading the party here. At this
Condition Immunities poison
point, they are roughly ½ mile from the Crossroads and
direct travel should take about 10 minutes if one of the Senses DV 60’, Perception -1
Languages Abyssal, telepathy 60ft (only in Abyssal)
locations needs help. If the PCs ask, or have someone
Challenge 1/4 (50 XP)
with direction sense, they can guess that this location is
Actions______________ _______________
roughly past the Miner’s Gate of the city heading
towards Durgin’s Hold. Multiattack. Two attacks: one bite and one claws
Bite. Melee +2 to hit, Hit: (1d6) piercing.
A wandering encounter is presented here if you tend to Claws. +2 to hit, Hit: (2d4) slashing.
roll for an encounter while traveling, or feel that the PCs Fetid Cloud (1/Day). A 10-‐foot radius of disgusting green
are spending too much time exploring the unmapped gas extends out from the dretch. The gas spreads around
areas and need to move things along. If you are pressed corners, and its area is lightly obscured. It lasts for 1
for time or the group moves directly to the Old Temple, minute or until a strong wind disperses it. Any creature
you can skip this encounter or have it at the end when that starts its turn in that area must make a Constitution
the PCs are traveling back to the Crossroads. save (DC11) or be poisoned until the start of its next
turn. While poisoned in this way, the target can take
Wandering Encounter ___ either an action or a bonus action on its turn, not both,
The PCs are traveling in the darkness of the tunnels and and can't take reactions.
most likely need a light source that draws attention. The
demons are part of a patrol found in this area and try to
position a hasty ambush once they see the PCs approach. Part 1: The Old Temple
Read the following once the PCs enter the area.
Dungeon Features
The old tunnels and mined areas you have been The Old Temple is relatively dry and warm. Sections may be
wet and flooded from underground rivers and moisture from
following have been rather easy going. The scouts have
the river that flows through town, but generally any worked
marked several areas with chalk to assist leading you to areas are comfortable.
the Old Temple region. There are many abandoned Ceilings: All tunnels and smaller rooms are 10ft high and the
rooms and dirt-filled hallways showing little evidence of main room of area 3 and area 5 are 20ft high.
recent use leading to the junction room you are entering Doors: Most are reinforced wooden doors and unlocked unless
with three halls leading out. noted.
Light: All the areas are dark unless noted. Areas 3 and 5 are
As you begin to enter, you see a few shadowed forms partially lit or dimly lit as noted.
of dretches moving in the rubble around the perimeter
The PCs can make their way to this part of the mines
of the room. They appear to be hiding in wait for an without much trouble. This section was once a part of
ambush upon you, but are not very good at hiding. They the mine, but converted to a temple once the silver ran
stand and immediately charge upon seeing you. dry. It served several gods through the ages, but
eventually settled on the god Talos before the town fell
The Dretches are straightforward in their attack and try in the Spellplague.
to mass the first few PCs. They have tactics enough to The first encounter is in the junction room before
flank and gang up on tougher PCs. A few will break off entering the temple proper.
from the front line and go after casters that are targeting
them if they can get away with it. They are not afraid to
flee if things are going badly for them.
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#1 The Hallway Junction ___ that starts its turn in that area must make a Constitution
save (DC11) or be poisoned until the start of its next
The PCs should approach from the 10ft hall on the left. turn. While poisoned in this way, the target can take
This room was a crossroad to join another mining area either an action or a bonus action on its turn, not both,
and the lower levels. and can't take reactions.
Read the following once the PCs enter the room. The
PCs should have alerted the drakes in the room and in
return the barks of the drakes alert the PCs of something
Drake, Attack (2) Med. Beast (reptile), UN
Armor Class- natural 14
up ahead of them.
Hit Points (5d8+5) 27
The room up ahead of you appears to be a large room Speed 30 ft. fly 20’
STR DEX CON INT WIS CHA
maybe 40x30ft. The 10ft wide hall you are in continues
13 16 14 3 12 6
through to another 10ft hall. A single 5ft hall is on the (+1) (+3) (+2) (−4) (+1) (−2)
right hall, while a set of metal double-doors sit closed in
the middle of the left wall. Senses DV 60 ft., Perception +1, Athletics +3
Languages —
In the room by the doors is a pair of guard drakes Challenge 1 (200 XP)
growling in your direction. They seem alert and poised Abilities_______ ____________________
to attack. Across from the doors on the right are several Pack Tactics. Adv. on an attack roll against a creature if
more dretches sitting around a crate-made-table eating at least one of its allies is within 5 feet of the target and
the ally isn’t incapacitated.
scraps of meat and tossing bones to the drakes. They
Actions____________ ________________
appear more surprised at your entrance then the drakes.
Multiattack: Make two bite attacks.
Bite: +5 to hit, (1d10+3) piercing
The drakes will attack the round after the dretch unless
they are attacked first by the PCs. The dretch will
directly attack like always, targeting the front line unless
#2 The Hallway ___
they are targeted by spells, in which they will try to break This simple hall provided for a grand entrance to the
free and go after the spellcasters. Noise from this room main temple room, but now is empty save for a few
does not travel into the temple area. frescos. The doors are unlocked.
Treasure: The dretch nor the drakes carry no treasure. Read the following once the PCs enter the hall.
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never been found. PCs may make a Wisdom check Demon, Dretch (5) Sm. Fiend (demon), CE
(Perception DC18) to spot it. The PCs can use the crates
Armor Class- 11
in the last room to reach it unless they have a better
Hit Points (4d6+4) 20
idea.
Speed 20 ft.
#3 The Temple Room ___ STR DEX CON INT WIS CHA
11 11 12 5 8 3
This large chamber holds the main temple room in this
(+0) (+0) (+1) (-3) (-1) (-4)
area of the mines. It is larger than some of the buildings
above ground for worship. A large statue of Talos Damage Resistances cold, fire lightning
dominates the far end before a carved pillar hiding the Damage Immunities poison
far end of the room. The door to this room is ajar from Condition Immunities poison
area 2 and the doors to area 4 and 5 are closed. Senses DV 60’, Perception -1
Read the following once the PCs enter the room. Languages Abyssal, telepathy 60ft (only in Abyssal)
Challenge 1/4 (50 XP)
This room is one of the largest you have seen inside the Actions______________ _______________
mines. The ceiling is roughly 20ft high and several metal Multiattack. Two attacks: one bite and one claws
chandeliers hang down the length to the far end where a Bite. Melee +2 to hit, Hit: (1d6) piercing.
single candle burns over a gigantic statue of a man Claws. +2 to hit, Hit: (2d4) slashing.
Fetid Cloud (1/Day). A 10-‐foot radius of disgusting green
holding part of a broken lightning bolt. The rest of the
gas extends out from the dretch. The gas spreads around
room measures 30ft wide by what appears to be 70 or corners, and its area is lightly obscured. It lasts for 1
80ft long. minute or until a strong wind disperses it. Any creature
that starts its turn in that area must make a Constitution
Your light shines upon a rubble-strewn floor where you
save (DC11) or be poisoned until the start of its next
can see a single door on the left partially open and one turn. While poisoned in this way, the target can take
of the left that is closed. Farther down on the left may either an action or a bonus action on its turn, not both,
be another door, but the light is feeble. You do see and can't take reactions.
several more dretch and several giant rats scurrying
about. Troll___ _ __ _ _ _Lg. giant, UN
Armor Class- natural 15
It takes one round for the dretch to notice the PCs and Hit Points (8d10+40) 84
attack. PCs that immediately open the door and charge Speed 30 ft.
in can get surprise, but any light they carry will alert the STR DEX CON INT WIS CHA
dretch on the first round. The troll is found in room 3b 18 13 20 7 9 7
and will emerge at the sounds of fighting, this should be (+4) (+1) (+5) (-2) (-1) (-2)
rd
on the 3 round of combat unless someone enters that
room. Senses DV 60’, Perception 11
The dretch and rats are too dull to flee, but the troll Languages Giant
will flee if it is below half its HP, or after a few rounds of Challenge 5 (1,800 XP)
taking fire damage. It tried to exit the far end of the Abilities___________________ _________
room to room 5 and get help. If it is trapped, it will Keen Smell. Adv. on Wisdom (Perception) checks- smell.
continue to fight. Regeneration: Regains 10 hp at the start of its turn. If it
takes acid or fire damage, this does not function that
Room 3a contains sleeping areas for the dretch. It is turn. Trolls die only at the start of their turn with 0 hp
rather bare and contains old mats and piles of straw. It and cannot regenerate.
is also home to the rats when they search for bugs and Actions_______________ ______________
bits to eat. Room 3b is the troll’s quarters. It lives here Multiattack: claw, claw, bite.
with another troll found in room 5. PCs studying the Claw: +7 to hit, (2d6+4).
room can determine that two trolls live here and not just Bite: +7 to hit, (1d6+4).
one. A few rats seem to make home in here as well
somewhere amid the piles of filth and rubbish.
Treasure: The dretch carry no treasure. The troll has an
old sack in his room containing 100sp, 40gp, and 10pp
among some other random junk like a broken horn and
an old shoe.
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Rat, Giant (5)____ Small beast, UN Skeleton_(8) _ ______Med undead, LE
Armor Class natural 12 Armor Class- scraps 13
Hit Points (2d6) 7 Hit Points (2d8+4) 13
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 15 11 2 10 4 10 14 15 6 8 5
(-2) (+2) (+0) (−4) (+0) (−3) (+0) (+2) (+2) (-2) (-1) (-3)
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Treasure: The skeletons do not collect treasure, but an Treasure: The only treasure here is in the vrocks chair.
Intelligence check (Investigation DC16) reveals a secret There is 200sp, 100gp, 5pp, 2 gems (50gp each), and a
cache in the fireplace. A small box was hidden in the random magic item such as boots of levitation or a ring
chimney at one time and contains 2 gems (100gp each) of warmth.
and a rope of climbing.
Troll___ _ __ _ _ _Lg. giant, UN
#5 The Boss Room ___ Armor Class- natural 15
This room was once a lounge area for the clergy and a Hit Points (8d10+40) 84
meeting room for various cult activities over the ages. Speed 30 ft.
Today the regional boss demon makes this his home. He STR DEX CON INT WIS CHA
is served by the local dretches and a pair of trolls. 18 13 20 7 9 7
(+4) (+1) (+5) (-2) (-1) (-2)
Read the following once the PCs enter the room. The
text assumes that the PCs enter through the double Senses DV 60’, Perception 11
doors. Languages Giant
Challenge 5 (1,800 XP)
This large room is roughly 40x40ft square. A lit Abilities___________________ _________
chandelier illuminates this room in soft light. A large Keen Smell. Adv. on Wisdom (Perception) checks- smell.
stone table sits on the right side and a stone throne of Regeneration: Regains 10 hp at the start of its turn. If it
sorts sits past the table in the middle of the far wall takes acid or fire damage, this does not function that
under a red banner that appears to once have some turn. Trolls die only at the start of their turn with 0 hp
scene under the color. The left corner near you contains and cannot regenerate.
Actions_______________ ______________
a 10x15ft prison cell made from a combination of metal
Multiattack: claw, claw, bite.
bars and various bones tied together. Inside are a pair of Claw: +7 to hit, (2d6+4).
kuo-toa who appear to have been beaten and lay Bite: +7 to hit, (1d6+4).
slumped upon the floor.
Sitting upon the throne is a birdlike demon standing Demon, Dretch (3) Sm. Fiend (demon), CE
over 10ft tall. You think it is called a vrock demon and Armor Class- 11
Hit Points (4d6+4) 20
can see its large slashing claws. Standing between the
Speed 20 ft.
demon and the prison cell is another troll wearing a large
STR DEX CON INT WIS CHA
helmet with a central spike. A few dretch are in the 11 11 12 5 8 3
room as well cleaning up blood near the prison cell. (+0) (+0) (+1) (-3) (-1) (-4)
The demon looks up and sneers, while the troll moved Damage Resistances cold, fire lightning
to stand between you and the vrock. The dretches try to Damage Immunities poison
move away closer to the side wall. Condition Immunities poison
Senses DV 60’, Perception -1
The vrock believes that it cannot be defeated and only Languages Abyssal, telepathy 60ft (only in Abyssal)
will try to flee when it is below 25hp. This will most Challenge 1/4 (50 XP)
likely be its doom since the PCs may get final attacks Actions______________ _______________
upon him. The troll will fight until death since it believes Multiattack. Two attacks: one bite and one claws
that the other troll is dead and seeks to avenge her. The Bite. Melee +2 to hit, Hit: (1d6) piercing.
nd
dretch will attack in the 2 round after seeing what the Claws. +2 to hit, Hit: (2d4) slashing.
vrock does and if it is ok to attack. Fetid Cloud (1/Day). A 10-‐foot radius of disgusting green
gas extends out from the dretch. The gas spreads around
Searching the room leads to the throne and a crate
corners, and its area is lightly obscured. It lasts for 1
under the seat containing the listed treasure. The throne
minute or until a strong wind disperses it. Any creature
is made from a stone slab and several bones tied
that starts its turn in that area must make a Constitution
together similar to the gage. The kuo-toa in the cell are
save (DC11) or be poisoned until the start of its next
near death and offer no challenge to the PCs. If the PCs
turn. While poisoned in this way, the target can take
talk to them they reveal that they were taken prisoners
either an action or a bonus action on its turn, not both,
for traveling in this part of the mines and that they
and can't take reactions.
would most likely be eaten at some point.
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Demon, Vrock Lg. Fiend (demon), CE
Armor Class- natural 15
Hit Points (11d10 + 44) 104
Speed 40 ft., fly 60 ft.
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Map: The Old Temple
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NPC’s NPC Soldier, Conrad ___ Med human, LN
Armor Class- scale mail, shield 17
The Morning Doves ___ Hit Points (5d10+10) 40
This group is the healers that are sent to the mines to Speed 30 ft.
aid in clearing it out. They are mostly servants of STR DEX CON INT WIS CHA
Lathander and bear strong hatred of undead and 16 12 14 10 11 10
demons to a lesser extent. Their leader, Dax is a minor (+3) (+1) (+2) (+0) (+0) (+0)
noble out of Waterdeep and will heal any of the other Saving Throws Str +6, Con +5
adventurers that come to where they are trying to Senses Perception +3, Athletics +6
establish a safehold inside the mines. Languages Common
There is a few non-casters that work and adventure Challenge 1 (200 XP)
nd
with Dax and DMs are free to add more NPCs that can 2 Wind: Once per rest the soldier can gain 1d10+5hp.
become PCs if needed. Most are listed as rather generic Fighting Style: +2 to damage rolls with melee weapons.
and DMs can add and flavor or detail as needed. Both Actions__________________ _________
Conrad and Bam Bam are friends of Dax and they will Great Attack: 1/rest: Quinn can make a melee attack
stay close to him to assist and protect the others. against all opponents within 5ft of him.
Multiattack: Make two melee attacks.
Crossbow: +4 to hit, (1d8+1). 80’/320’
NPC, Healer- Dax Smith Med. human, LG Long Sword: +6 to hit, (1d8+5)
Armor Class- chain, shield 18
Hit Points (10d8+10) 60 NPC Thief, Bam Bam Med. dwarf, NG
Speed 30 ft. Armor Class- Chain Shirt 16
STR DEX CON INT WIS CHA Hit Points (5d8+10) 35
11 10 12 10 17 15 Speed 25 ft.
(+0) (+0) (+1) (+0) (+3) (+2)
STR DEX CON INT WIS CHA
Saving Throws Wis +7, Con +5 10 17 14 12 10 13
Skills Medicine +7, Athletics +4, Perception +7 (+0) (+3) (+2) (+1) (+0) (+1)
Languages Common, Dwarf Skills Deception +4, Perception +3, Stealth +6
Challenge 4 (900 XP) Dwarven Resistance Advantage on saves vs. poison and
Abilities______________________ ______ resistance to poison
th
Spellcasting. 8 level caster. DC 14 / +7 hit Senses DV 60’
Cantrip (at-will) light, sacred flame (2d8), spare the dying Languages Common, Dwarven
st
1 lev. (4 slots): bless, cure wounds, healing word Challenge 1 (200 XP)
nd
2 lev. (3 slots): lesser restoration, pro. from poison Abilities____________ _______________
rd
3 lev. (3 slots): daylight, mass healing word, speak with Cunning Action Each turn can use bonus action for Dash,
dead Disengage, or Hide action.
th
4 lev. (2 slots): banishment, freedom of movement Dwarven Finesse You can attack with the handaxe using
Fast Healing: 1/rest as a bonus action he can cure target the finesse property
he can touch for 1d10+8 Sneak Attack (1/turn) +2d6 Adv. or ally w/in 5ft.
th
Turn Undead: 1/rest he can turn undead as an 8 level Actions__________ __________________
cleric and destroy undead of CR1 or less. Handaxe: +6 to hit (1d6+3)
Great Healing: All healing spells you cast heal an Crossbow: +5 to hit, (1d8+2). 80’/320’
additional 1d6 HP.
Actions_________________________ ____
Radiant Flail: +5 to hit (1d8+2, plus 1d8 radiant)
Magic; 2 Po. Greater Healing (4d4+4)
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The Broadsides ___ Thief, Mutton Sm. halfling N
This group is the other adventuring party that went Armor Class- Studded 15
into one of the outer mines and is the closest to the PCs Hit Points (3d8+3) 20
if they need help or if you want to have the PCs rescue Speed 25 ft.
them. Perhaps they become killed and only one survives STR DEX CON INT WIS CHA
to join the PC’s group if you need to fill a slit in that 8 16 12 12 10 13
group. Use them how you want to make them fun and (-1) (+3) (+1) (+1) (+0) (+1)
memorable.
Saving Throws Dex +5, Int +3
Skills Stealth +7, Thieves’ Tools +7
Soldier, Willik ___ Med human,NG Senses Perception +1
Armor Class- scale mail, shield 17 Languages Common, Halfling
Hit Points (3d10+6) 26 Challenge 1/2 (100 XP)
Speed 30 ft. Abilities______________________ ______
STR DEX CON INT WIS CHA Brave, Adv. on saves vs. frightened
16 12 14 10 11 10 Nimble, Move through spaces
(+3) (+1) (+2) (+0) (+0) (+0) Lucky, Reroll 1’s
Backstab, Deals (+2d6) damage when he has advantage
Saving Throws Str +5, Con +4 to attacks or an ally is within 5ft of target.
Senses Perception +3, Athletics +5 Actions_______________________ ______
Languages Common Shortsword: +5 to hit, (1d6+3)
Challenge 1/2 (100 XP) Sling: +5 to hit, (1d4+3)
nd
2 Wind: Once per rest the soldier can gain 1d10+3hp.
Fighting Style: +2 to damage rolls with melee weapons. Mage, Gramps _ Med. human, LG
Actions__________________ _________ Armor Class- 12 (15 mage armor)
Crossbow: +3 to hit, (1d8+1). 80’/320’ Hit Points (3d8+3) 18
+0 Long Sword: +5 to hit, (1d8+5): 1/day detect invis. Speed 30 ft.
STR DEX CON INT WIS CHA
Priest, Gorn Med. dwarf, LG 9 14 12 17 12 11
Armor Class- Chain 16 (-1) (+2) (+1) (+3) (+1) (+0)
Hit Points (3d8+3) 20 Saving Throws Int +5, Wis +3
Speed 25 ft. Skills Arcana +5, History +5
STR DEX CON INT WIS CHA Senses DV 60 ft, .Perception +1
14 10 12 10 15 10 Lang Common, Dwarvish, Draconic, Elvish
(+2) (+0) (+1) (+0) (+2) (+0) Challenge 1/2 (100 XP)
Saving Throws Wis +4, Con +3 Abilities______________ ______________
rd
Skills Medicine +4, Religion +2 Spellcasting. 3 level caster. DC 13 / +5 hit
Senses DV 60 ft, .Perception +4 Cantrip (at-will) detect magic, light mage hand, fire bolt
st
Languages Common, Dwarf 1 lev. (4 slots): burning hands, magic missile,
Challenge 1/2 (100 XP) thunderwave
nd
Abilities________________ ____________ 2 lev. (3 slots): darkvision, hold person, mage hand,
Resilience. Adv. on ST vs. poison and resistance vs. misty step(B)
poison damage. Arcane Recovery 1/day after a short rest, the mage may
rdt
Spellcasting. 3 level caster. DC 12 / +4 hit gain expended spell slots back. He may gain total slots
Cantrip (at-will): light, sacred flame, thaumaturgy equal to half his level (rounded up).
st
1 lev. (4 slots): bless, cure wounds, sanctuary Sculpt Spell The mage may choose to exclude up to 2
nd
2 lev. (2 slots): lesser restoration, spiritual wpn people damaged by his spells. Those people
Storm Surge. 1/rest he can re-roll a melee attack and automatically make their saving throw and take no
deal an additional (1d8) thunder damage if he hits. damage if it normally deals half damage on a save.
Actions_____________ ________________ Element Adjustment 1/rest he can change the damage
Warhammer: +4 to hit, (1d10+2) dealt by one of his spells to cold, or lightning.
Po. CLW (2d4+2) Actions________________ _____________
Quarterstaff: +3 to hit, (1d6-1) (1d8-1).
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