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1869853-First Blush Adventure 3.1
1869853-First Blush Adventure 3.1
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First Blush: An Introductory One-on-One Adventure by D&D Duet 1
Sidebar example
Introduction Text that appears in sidebars is also optional and intended
Thanks so much for picking up this adventure! First to provide extra background information or lore that may
Blush is a two-part, level one adventure designed for be helpful as you flesh out the adventure.
one player and their DM, a style we often refer to as a Creatures with stat blocks, magic items, or important
duet! There are so many advantages to this style of tables appear in bold with reference information
play, and we hope that you fall in love with it as much directly following in parentheses: 3x goblins
as we have! (Appendix A). This means that the party encounters
three goblins. The goblin stat block may be found in
And, with that aim in mind, let’s get started! First, a Appendix A.
few adventure design notes:
[DM’s note: tips on scale or RP appear in brackets.
Welcome to the world of D&D! You don’t have to follow these recommendations, but
One of the primary goals of this adventure is to we hope they help you keep an eye on places where
introduce someone who has never played D&D before you might want to make adjustments for your
or who is new to ttRPGs or 5th edition to the game. individual table.]
With this goal in mind, the first part of the adventure
separates the three pillars of play—social interaction, Adjusting Combat for 1-on-1
exploration, and combat—so that a new player (or a This adventure has been written and scaled for
new player and new DM) can learn these pieces of parties of two (one PC [player character] and one DM
game play one at a time. Then, in the second half of [Dungeon Master]), but one of the most important
the adventure, you’ll have the opportunity to mix responsibilities for DMs is making adjustments to
these three aspects of play together. best suit their player and their player’s PC, especially
in duet games. There’s a great deal of variety between
Because this adventure is intended not only to all types of characters, especially at lower levels, and
introduce duet-style play but also to introduce new you may need to make further adjustments for
players and DMs to the game, we’ve kept the running combats such as decreasing the number of
adventure very straightforward. For our veteran DMs combatants or lowering a combatant’s hp.
with experienced players, the beginning may feel a bit
slow for you. Please feel free to make tweaks as At the end of the day, the goal is to enjoy your time
necessary, though we encourage you to check out the together, which might mean ignoring double-damage
story aspects built into the pre-generated character on a nat-20 against your PC! Basically, the combat
sheets as they pertain to the second half of the should feel weighty but fun.
adventure and the rest of the Crystalline Curse
Trilogy. Running DMPCs, Sidekicks, and
Navigating the Adventure NPCs in Duet-Style Play
DMs, in addition to the pre-generated characters, One of the goals of this adventure in terms of both
you’ll find stat blocks in Appendix A and maps in story and mechanics was to set up a meeting between
Appendix B at the end of this adventure. As this is an the PC and a DMPC so the player’s character has
introductory adventure, you can find all of the stat someone else to run around with and talk to. This,
blocks you need in Appendix A and the 5e SRD. we’ve found, makes play a lot more fun and allows the
player to remain in character as they have someone
Text box example: Text that appears in a box like this to ask questions of inside the game world.
may be read aloud, paraphrased, or omitted as you Since our original publication, Wizards of the Coast
prefer. It is intended to help describe scenarios and has released official rules for sidekicks, which was so
environments. exciting! We’ve updated the stat blocks for this
adventure with these guidelines in mind, but we still
want to add a few notes for you about how to run
NPCs, DMPCs, and sidekicks in a duet game.
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First Blush: An Introductory One-on-One Adventure by D&D Duet 2
First, what’s the difference? comfortable, you as the DM can run the DMPC and/or
An NPC is any non-player character the player sidekick on their behalf. After they’re comfortable
character encounters. In duet games, there’s really with their character sheet, they might want to try a
just one main character, the PC, and, as much as sidekick or an animal companion.
possible, we encourage you to orient the story around
them. You can read more about these mechanics and RP
considerations on our website, dnddduet.com.
A DMPC is a player character for the DM. We love
including DMPCs in duet games and encourage you to Adventure Setting
develop a character for your campaign. As we said First Blush opens in Amn, a city-state to the south of
above, having a buddy makes adventuring (and real- the Sword Coast in the Forgotten Realms. However,
world gaming!) a lot more fun and immersive. you should feel free to make whatever tweaks you see
fit if you’d prefer to set your campaign in a homebrew
A sidekick is an adventuring companion whose stats setting.
are more streamlined than a full PC’s might be. They
often play a support role for the PC and tend to be of a Player Character Background
complimentary class to help balance out the
character. The setup for this adventure involves a PC with a
connection to one of Amn’s powerful noble families or
Why use a DMPC and/or sidekick? who is even a member of one of these families. We
Rules-as-written, creatures and challenge ratings [CR] recommend that you and the player sit down together
in D&D are designed for groups, so those of us playing before running this session (sometimes called a
one-on-one have to make adjustments and stay on session zero) and discuss some of their character’s
our toes when we’re working with smaller sets of history. You’ll find several backstory ideas in the
adventurers. In the Crystalline Curse Trilogy, we scale supplementary materials, though you should feel free
combats with the assumption that, after the initial to run with a story of your own as well!
encounters in First Blush, the PC is travelling with
Garren (who they’ll meet at the end of the adventure). Adventure Overview
You can find Garren’s stat block in Appendix A. In the first part of the adventure, the player gets to
practice roleplaying with a few important NPCs
But as more people have played this adventure, we’ve (another way to help them get comfortable in their
also found that there’s quite a bit of interest in character and with their character sheet), and then
bringing Remmy Sullivan, the PC’s childhood friend, they run through a simulated dungeon and combat.
along. Remmy makes for a great sidekick character, We recommend resetting their hp after this combat
and you can find his stat block in Appendix A as well. before the second half of the adventure. Part two
brings these pieces together with the exploration of a
Keep in mind that DMPCs and sidekicks are not real dungeon with a hidden secret!
mutually exclusive, and be sure to play around with
what works best for you and your duet partner. In our The PC is someone of importance—or connected to
personal games, we tend to use both a sidekick and a someone of importance—and in the socially rigid
DMPC. In combat, the player runs the PC and sidekick society of Amn, such a role comes with responsibility.
and the DM runs the DMPC. However, in role-playing, As the adventure opens, the PC’s learns that their
the DM runs both the DMPC and the sidekick. Sidekick presence is required at the Fey Day festivities and the
stats were primarily designed for solo players Fleetswake celebration in Waterdeep. They should
running a second character. So, DMs, it’s really up to prepare themselves for teleportation later that day in
your personal preference if you want to run a full order to participate. Depending on the PC’s backstory,
character for your DMPC or if you prefer to use a they may be reticent to go to the City of Splendors.
sidekick stat block. We also encourage you to make
changes to Garren’s personality, background, and Finally, the PC possesses an amulet of great
class—he’s your character! sentimental value. They keep this amulet on their
person at all times. The beginning of the adventure
For New Players occurs in the sprawling palace the PC calls home. (If
If your player is new, we suggest only asking them to they are not a character of a wealthy background,
play their character and not giving them a sidekick connect them to a wealthy family who resides in the
stat block to run in combat just yet. Until they’re castle.)
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First Blush: An Introductory One-on-One Adventure by D&D Duet 3
Once Master Elias has explained the information
Part One: Festival above, he reminds the PC that they are to meet him
later that afternoon to teleport to Waterdeep.
Trapped Door. The door is mechanically trapped. A After the combat concludes, a castle healer
DC 10 Wisdom (Perception) check reveals that the approaches and gives the PC a sparkly purple potion.
door is rigged with a wire that will drop sticky goo This potion restores their hit points and any spell
over someone that opens the door without care. slots they may have used.
Success on a DC 10 Dexterity (Sleight of Hand) check
Farewell, My Friend
disables the trap. Failure results in a bucket of sticky
goo falling on the PC, but a successful DC 10 Dexterity
saving throw allows them to jump out of the way just After the arena exercise, play out an interaction
in time. between Bharmyr and the PC. The lieutenant
encourages them to prepare and cautions them to be
Beyond the door there are two choices: an unknotted on guard during the journey. If the PC needs
rope they can climb up or a dark pool of water. encouragement, Bharmyr can prompt them to say
farewell to anyone they need to as the Festival runs for
Rope. The rope requires a successful DC 10 Strength two weeks.
(Athletics) check to climb. At the top there is a zipline
to the sand arena. Regardless of if the PC goes to their room to prepare
or if they go searching for Elias or their friend Remmy,
Pool. The pool is dark. A successful DC 10 Wisdom they encounter the latter.
(Perception) check allows the PC to traverse the
water and find an opening on the other side. Assume The goal of this role-playing encounter is to introduce
twenty seconds for each check and narrate the search more complexity and character development in the
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First Blush: An Introductory One-on-One Adventure by D&D Duet 5
form of Wisdom (Insight) and Charisma (Deception) understand this (in the mechanics and not just in the
checks. Additionally, this conversation encourages RP) Ask the PC to make a DC 10 Wisdom (Insight)
the player to participate in shared world-building. check, with advantage for familiarity. A success
The information they create and provide contributes reminds them that Remmy is discouraged by the rigid
to character development and the level of detail of the social structure of Amn and is scared of losing his best
story world. friend.
Remmy has the following topics to discuss with his Master Elias greets the PC somewhat absentmindedly
friend: while he finishes preparing the teleportation spell. He
informs the PC that their family will be anticipating
• What (if anything) are they looking forward to at their arrival and should have someone waiting there
the festival. Are they excited to run into anyone in to receive them. Pride glimmers behind bright blue
particular? What usually happens at these things eyes as he asks if the PC is ready.
anyway?
Master Elias lifts his arms overhead, chanting the final
[DM’s note: Your player may need additional phrases of his incantation. A warm glow spreads across
encouragement to add these sorts of world details.
Assure them that nothing they say will be wrong and your chest as he speaks. In defiance of gravity, your
that you’re curious to hear more about their amulet rises up in front of your face! Before you can
character and their character’s past.] react, your teacher finishes his spell, and a garnet flash
• Remmy is also curious about how the PC has been bursts from inside your amulet. A sharp scream erupts
lately. How is their family or others they’re close beside you, and the full-body compression of
to? teleportation begins.
• He reluctantly laments not being “important
enough” to attend the festival. He’s frustrated by his
station in the castle, his lack of opportunity, and his
separation from his friend. Remmy says all of this
genuinely, confiding his frustration to the PC.
• Depending on the PC’s backstory (see
supplementary character sheets for ideas), he may
be worried that they will not be able to return from
the festival or that their stay will be prolonged
beyond the two weeks.
As the conversation develops, Remmy becomes
increasingly withdrawn. To fully notice and
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First Blush: An Introductory One-on-One Adventure by D&D Duet 6
The Lonely Hold
Part Two: Hidden The descriptions that follow correspond to the Lonely
Flame
Hold dungeon map in Appendix B. You’ll find a DM’s
version and player’s version of the map to help you
set the stage for this part of the adventure.
The goal of this chapter is for the PC to put into
practice everything they’ve learned thus far in a 1. Receiving Room
situation in which there are real stakes.
Read or paraphrase the following as the PC arrives in The wooden door creaks open to reveal a large stone
the Cloud Peak Mountains in southwestern Faerun chamber. On the far side of the room, a partial cave-in
rather than in Waterdeep as they expected: emits sunlight and snow among the piles of boulders.
Icy white tendrils stretch across the carved stone floor,
A howling wind greets your ears, and the shocking cold offset by intricate, faded frescoes that adorn the walls of
whips your eyes open, revealing the stark reality that this long-abandoned space.
you are not at the Fey Day celebration in Waterdeep.
Instead, you stand in the middle of a snowstorm on a The ceiling in this room is about 20 feet high. The
tall mountain peak. An evergreen forest huddles a half- room is ages old and has stood untouched until
mile plunge below. The piercing cry of a wolf echoes recently when the wall caved in.
through the trees.
Chasm. A ten-foot-wide chasm stretches across the
center of the floor, caused by the weight of the cave-
Judging by the height of the peaks above, you must in. A successful DC 12 Wisdom (Perception) check
have teleported to somewhere along The Cloud Peaks. reveals a lower floor twenty feet below.
A short way behind you, the faint outline of fallen
Frescoes. The frescoes around the room depict an
rocks beckons, offering shelter from the icy mountain
ancient, desperate battle between the forces of good
blasts. There, you should be able to find safety, at least and ill. Demons fight side-by-side with chromatic
temporarily. dragons against an increasingly dwindling and
desperate group of celestials and heroes, struggling in
As the PC approaches the pile of rocks, they find, vain against the overwhelming forces of their
instead, the remains of an ancient edifice riding enemies. Spending time studying the frescoes grants
toward the mountaintop. Carved into the side of the the PC advantage on the Wisdom (Perception) check
peak stands a smooth stone entryway, layered over to see the secret stairwell leading down.
with ages of packed frost. Within the recess, the PC
finds a wooden doorway covered with runes. Secret Stairwell. A successful DC 15 Wisdom
(Perception) or Intelligence (Investigation) check
Runes. The runes above the door are written in an reveals a slight inconsistency in the floor tiles. Upon
ancient language with Elvish roots. A successful DC 12 closer inspection, the PC discovers a 10x10 foot
Intelligence (History) check allows the PC to read, pressure plate that, when triggered, reveals a secret
“The Lonely Hold: Show the Sign and Enter.” staircase that opens along the wall of the room. The
stairs proceed down to the lower level.
Door. Intricate designs weave across the door’s
surface and meet at the center in a shape familiar to [DM’s note: Use the map in Appendix B to help set
the PC—it matches the design on their amulet. If the the stage for the PC’s exploration of this room.
PC shows their amulet, the door opens and grants Encourage their curiosity and questions. However, if
access to Area 1. they’re having trouble or growing frustrated, guide
them with added clues in the room. Perhaps a
glimmer on the floor draws their eyes to the pressure
plate for the secret stairwell, or they accidentally trip
on the leather satchel described below.]
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First Blush: An Introductory One-on-One Adventure by D&D Duet 7
Treasure • What is this place? “Well, I’m not too sure, but I
If the PC searches among the rubble, a successful DC know that beyond me, my creators were trying to
13 Wisdom (Perception) or Intelligence contain something that they thought was very
(Investigation) check uncovers an abandoned leather dangerous.”
pack containing 50 feet of hempen rope, a potion of • How do I get past you? “Given my friendly
healing, a potion of cold resistance, and 1d10 gp. personality, my creators decided it would be best if
I didn’t know. I’m a natural people pleaser and
2. Antechamber really bad at keeping secrets.”
• What do the paintings upstairs represent?
This chamber also has 20 ft. ceilings but only has dim “What paintings? Oh! The big fight? Why, that’s the
light. ancient war that my makers won of course!”
• Who were your makers? “Hmm, that’s a good
Read or paraphrase the following after the PC has question. They didn’t tell me their names, but they
descended to the lower level, either via the secret almost never smiled and when they did, it seemed
stairwell or by rappelling down the chasm. mean and creepy. I like you much better”
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First Blush: An Introductory One-on-One Adventure by D&D Duet 8
After the PC acquires a light source, they see the
outline of a gigantic stone statue towering over a
humanoid figure.
With a great cracking sound, the rock around the The Giant Awakens
human statue falls away, cascading out from the Before the PC has time to ask too many questions of
the disoriented Garren, 1x ice mephits (Appendix
trapped figure. As the echoes fade, the body slowly
A) attack from behind the frost giant statue. [If you
animates. The statue figure glances down at his would like to add more of a challenge for the PC and
destroyed bonds and turns to stare at you. Garren, use two mephits instead of one.]
The statue is not a statue at all, but Garren, an After three rounds, the frost giant statue (Frost
imprisoned crystalline warrior from a past age. His Giant Escape Table) animates and immediately
stat block can be found in Appendix A. crushes the ice mephit if it is still alive. Then, it
pursues the party.
Garren and the PC’s Amulet
As it comes to life, Garren shouts, “Run!” He stays
If Garren falls to 0 HP and is within 1000 ft of the PC’s behind to shield the PC from the frost giant statue. If
amulet, instead of falling unconscious, Garren is Garren is crushed by the statue (a relative likelihood),
teleported into the amulet with 1 hp. The PC can release he returns to the PC’s amulet as described in the
or contain Garren as an action. This is not immediately previous sidebar.
apparent to either party, but the connection can be hinted
at, perhaps by mentioning that the amulet hums or feels Who runs the sidekick?
warm. If your player is new to D&D, we suggest the DM running
Garren’s character during this and future combats until
Garren Bronson the PC is comfortable with running their character during
Crystalline male paladin, lawful good; sharp, angular combat.
features, strong and tall build
Ideal: I must fight or disrupt the forces of evil. If your player is familiar with D&D and comfortable
running multiple characters during combat, feel free to
Flaw: I overestimate my abilities from time to time. share Garren’s stat block with them.
Garren uses an adapted protection warrior sidekick In either case, we suggest having Garren roll his own
stat block (Appendix A). initiative and the DM playing Garren during RP scenarios.
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First Blush: An Introductory One-on-One Adventure by D&D Duet 9
We do not have specific stats for the frost giant
With a mighty roar, the frost giant closes the distance
statue—it represents only a force to be escaped.
Fighting is certain death. between you with incredible speed, no longer confined
to the icy prison’s ruins. The giant’s massive club swings
Instead, to escape, run a skills challenge to help the toward you when suddenly, a pulse of warmth spreads
PC make their way back through the dungeon. After across your chest—Garren is there before you!
three successes, they make it free of the Lonely Hold
and back onto the mountainside. Encourage the PC to
describe how they make their escape, and allow their The crystalline warrior knocks you out of the way, shield
ideas to inspire the checks you ask for. high, and deflects the ice giant’s blow. The club strikes
the ground, and the ice and snow beneath your feet
For each failed check, the frost giant statue swings shake in the aftermath…
its club at the PC or Garren (+5 to hit, 1d4+1
bludgeoning). Use the following table for the skill
challenge and running the escape: Over the giant’s shoulder, a shelf of ice falls free from its
rock formation. Avalanche!
Frost Giant Escape Table
Event Roll and Success DC Aftermath
Dodge a frost giant swing Dexterity saving throw, DC 12
Climb a rope Strength (Athletics), DC 10 As the adventure closes, we suggest a fade to black for
Vault over an obstruction Strength (Athletics), DC 10 a dramatic session close before you continue on to
(such as rubble) Second Glance, part two in the Crystalline Curse
Maintain Dexterity (Acrobatics), DC 10 Trilogy. So the player can be thinking ahead about
footing/momentum next steps for their character, inform them that the
next adventure will start after they’ve been found.
Once the PC is safely outside, allow only a moment of They wake up in a small village at the base of the
rest before the frost giant statue reappears, crashing mountain, and from there, their adventure continues!
through the ruins and racing toward the PC.
Authors’ Note
We really hope that you’ve enjoyed this adventure! If
you have any questions, feel free to leave us a note
under the adventure comments on DMsGuild or get in
touch with us at dndduet.com, where you’ll find
additional adventures and lots of duet-ing tips. You
can also find our adventures on DriveThruRPG.
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First Blush: An Introductory One-on-One Adventure by D&D Duet 10
Appendix A: Stat
Ice Mephit
Ice Mephit
Blocks
Small elemental, neutral evil
Armor Class 11 (studded leather)
Hit Points 21 (6d6)
Dresik Speed 30 ft., fly 30 ft.
Dresik uses an adapted guard stat block.
STR DEX CON INT WIS CHA
Training Guard, Range 7 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 12 (+1)
Medium humanoid (human), neutral good
Armor Class 10 (cotton shirt) Skills Perception +2, Stealth +3
Hit Points 11 (2d8 + 2) Damage Vulnerabilities bludgeoning, fire
Speed 30 ft. Damage Immunities cold, poison
Condition Immunities poisoned
STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 12
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Languages Aquan, Auran
Challenge 1/2 (100 XP)
Senses passive Perception 10
Languages Common Death Burst. When the mephit dies, it explodes in a burst
Challenge 1/8 (25 XP) of jagged ice. Each creature within 5 feet of it must make
a DC 10 Dexterity saving throw, taking 4 (1d8) slashing
ACTIONS damage on a failed save or half as much on a successful
one.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320
ft., one target. Hit: 4 (1d6 + 1) piercing damage. False Appearance. While the mephit remains motionless, it
is indistinguishable from an ordinary shard of ice.
Innate Spellcasting (1/Day). The mephit can innately cast
Torvald fog cloud, requiring no material components. Its innate
spellcasting ability is Charisma.
Torvald uses an adapted guard stat block.
Training Guard, Melee ACTIONS
Medium humanoid (human), neutral good Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold
Armor Class 12 (leather armor)
damage.
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Frost Breath (Recharge 6). The mephit exhales a 15-foot
STR DEX CON INT WIS CHA cone of cold air. Each creature in that area must succeed
on a DC 10 Dexterity saving throw, taking 5 (2d4) cold
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
damage on a failed save, or half as much damage on a
successful one.
Skills Perception +2
Senses passive Perception 12
Languages Common
Challenge 1/8 (25 XP)
ACTIONS
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.
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First Blush: An Introductory One-on-One Adventure by D&D Duet 11
Garren Bronson Remmy Sullivan
Garren uses an adapted warrior sidekick stat block. Remmy uses the expert sidekick stat block.
Garren Bronson (Level 1 Amulet-Bound [DM’s note: Many PCs decide to take Remmy with
Protector) them on their quest instead of leaving him behind in
Medium humanoid (human), lawful good Amn, though of course this preference is up to you.
There is a similar expert character in Second Glance
Armor Class 18 (chain shirt, shield)
who can aid the PC on their journey, so don’t force
Hit Points 13 (2d8 + 4)
Remmy’s presence if it doesn’t seem natural and/or
Speed 30 ft. if you’d prefer for the party to just be the PC and
Garren.]
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0) Remmy Sullivan (Level 1 Expert)
Medium humanoid (human), chaotic good
Saving Throws Con +4 Armor Class 14 (studded leather)
Skills Athletics +4, Perception +3, Survival +3 Hit Points 11 (2d8 + 2)
Senses passive Perception 13 Speed 30 ft.
Languages Common, Dwarvish
STR DEX CON INT WIS CHA
Amulet’s Binding. So long as Garren is within 1000 feet of 10 (+0) 15 (+2) 12 (+1) 13 (+1) 10 (+0) 14 (+2)
the PC’s amulet, when he falls to 0 hp, his body
disappears and retreats into the amulet, where Garren has
Saving Throws Dex +4
1 hp. So long as the PC is not incapacitated, Garren
Skills Acrobatics +4, Performance +4, Persuasion +4,
cannot remove himself from the amulet. The PC can use
Sleight of Hand +4, Stealth +4
their Action to call him out. If the PC falls to 0 hp or is
Senses passive Perception 10
incapacitated while Garren is in the amulet, he can expel
Languages Common
himself from it.
Helpful. Remmy can take the Help action as a bonus
ACTIONS action.
Flametongue Longsword. Melee Weapon Attack: +4 to hit, Tools. Remmy has thieves’ tools and a musical instrument.
reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or
7 (1d10 + 2) slashing damage if used with two hands, plus 4
(1d8) fire damage.
ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 target. Hit: 5 (1d6 + 2) piercing damage.
ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
REACTIONS or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
damage.
Protect. Garren imposes disadvantage on the attack roll of
a creature within 5 feet of him whose target isn’t Garren.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320
Garren must be able to see the attacker.
ft., one target. Hit: 6 (1d8 + 2) piercing damage.
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First Blush: An Introductory One-on-One Adventure by D&D Duet 12
Appendix B: Maps
You’ll find a full-page copy of each of these maps at the end of the adventure.
Bharmyr’s Arena
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First Blush: An Introductory One-on-One Adventure by D&D Duet 13
The Lonely Hold, DM’s Map
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First Blush: An Introductory One-on-One Adventure by D&D Duet 14
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Adventure
D&D DUET
Continue the Crystalline Curse Trilogy
A WIDE VARIETY OF
LOCATIONS, QUESTS,
AND CREATURES!