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Paragon

11-20

TOMB OF HORRORS
TOMB OF HORRORS is a Dungeons & Dragons
adventure for five characters of 11th level. It can take
place in a marsh region in any game world. The
original version of this adventure was first shown at
the official Advanced Dungeons & Dragons
tournament at Origins I in 1974. It was published as
Dungeon Module S1 in 1981 using the 1st edition rules,
the story was expanded in Return to the Tomb of
Horrors in 2nd edition, and the rules were finally
updated in 2005 for Dungeons and Dragons version
3.5.
Thirty-four years later, the original module is
being updated to the latest version of Dungeons and
Dragons, 4th edition, where Acererak will hopefully
find a new home to house his diabolical machinations.

by Gary Gygax
illustrations by David C. Sutherland III, Jeff Dee and David A.
Trampier
update to 4th Edition by Jacob Dieffenbach
cartography by Jacob Dieffenbach

INTRODUCTION
Welcome to the 4th Edition redesign of the Tomb of
Horrors. It's been a long time comingnot just
because every edition needs to be graced with Gary
Gygax's meatgrinder, but because I've been working
on this project since before 4th Edition came out.
I'd just like to take a few moments here to
describe the process, my thoughts and design notes,
as well as a house rule or two I implemented while
doing the design.

The Process
My tomb reconstruction began before 4th Edition
even came out, actually. I had heard the new edition
was coming up, and started jotting notes down based
on the previews we got on how to convert my
favorite tomb. I decided I would almost entirely
ignore the 3.5 remakegoing directly from the
original 1st-edition tomb to 4th edition.
But the first problem came during the first
playtest, which was a line-by-line, challenge-bychallenge conversion: 4E characters are really, really,
REALLY durable. They weren't phased by the tomb
at all, and just plowed through it. Even the lava pit
trap didn't even get them worried.
I forced it as much as I could, though. Keep every
room pristine, identical to Gary Gygax's original
text... but it didn't work. Most of the rooms just were
not acceptable 4th Edition challenges or even
puzzles. So I started over, from the beginning. Room
by room, I reshaped itas little as possibleinto a
suitable challenge arena.
My first stroke of understanding of how to do this
came when I realized that the entrance hall was
pitifully easy no matter what I did, unless a monster
was in it to pressure the partylikewise, the gargoyle
in the next room was pathetically easy without
interesting terrain for him to work with.
Combine the two together, and you have an

encounter that could be memorable on its own terms,


while still staying mostly faithful to the original
vision of the tomb.
After that, things became easy. All of the original
tomb's 33 areas neatly combined into 16 areas
(reduced to 15 during the final cutthe siren room
simply could not work on its own) with very little
modification. In fact, very little of the tomb's original
course of events has been altered at all:
The gargoyle has been moved to the entrance
hall.
The fake Acererak is an actual lich.
There are four bloodrots from Open Grave
instead of an ochre jelly.
There is a fire archon instead of an efreet, and
his treasury is combined with the blood-filling
stairwell.
Rooms with a lot of randomness, or challenges
which were taken one at a time (such as the room
with the ring of protection during which the party
faced the skeleton, poison darts, and asps one at a
time, if they faced them at all) were combined into
one single, still avoidable, challenge.
I'm sure there are other changes, but they're just as
minor and acceptable. In fact, the biggest uproar I
expect is to come from Acererak's actual tomb, which
has been upgraded from a 2 x 2 square room to an
actual tomba recreation of King Tutankhamun's
tomb, though of course, King Tut didn't have a
demilich construct sitting on his remains.
Partially, this came from a restriction of my
cartography style requiring me to drop him down to a
separate floorbut partially, one thing I learned
about Gary Gygax's cartography through multiple
playtests is that it doesn't translate to 4th Edition well.
The party simple has no room to move, neither do the
monsters, and spell ranges are either moot or too
short to be effective.

The final result, I'd like to think, is something that


all the hardcore Tomb fans can enjoy, without losing
that feel of playing 4th Edition. In fact, I'd like to
think that through my own DMing and studious
examination of every podcast and play report that
comes through DDI that I go through, this is even a
better example of 4th Edition than 4th Edition.

House Rules
Of course, I play my own Dungeons and Dragons
campaigns, and come up with my own house rules. I
only imposed a couple upon the users of this module:
When determining skill DCs of the various skill
challenges and checks, I went to the appropriate
line on page 42, as normal. But, instead of making
the DC hard or easy to alter its level, I simply
added 1 or removed 1 from the DC.
Mathematically, this almost works out perfectly.
Much more perfect than the previous system of it
being possible to create both a level 7 skill DC of 8
(level 8 easy) and a level 7 skill DC of 17 (level 5
hard).
My skill challenges almost always are on a perPC basis. Each PC has to make 4 successes before 3
failures, and PCs can assist other PCs with fewer
successes than them.

Final Thoughts
It was fun recreating the Tomb of Horrors. You can't
look at Gary Gygax's quintessential dungeon and not
enjoy imagining crushing a level 11 4E PC in its
depths.
I hope you all enjoy playing it as much as I
enjoyed recreating it. And may Gary Gygax rest in
peaceor, at least, in much better peace than the PCs
who dared enter his dungeon.
Jacob Dieffenbach
3

BACKGROUND
Ages past, a cambion of surpassing evil and skill in
both arcane and divine magic took the steps
necessary to preserve his life force beyond the
centuries he had already lived, and this creature
became the lich Acererak. Over the scores of years
that followed, the lich dwelt with hordes of ghastly
servants in the gloomy stone walls of the very hill in
the Witchlight Fens of the Nentir Vale that houses the
current tomb. Eventually Acererak hit upon a more
insidious plan for extending his existence and power,
so for more than eight decades, the lich's servants
labored to create the Tomb of Horrors. Then
Acererak apparently destroyed all of his slaves and
servitors, magically hid the entrance to his halls, and
went to his final haunt, while his soul roamed strange
planes unknown to even the wisest of sages.
The legend of the tomb is an old story with many
parts, some of which may be lost or obscured.
Characters attempting to glean special information by
consulting sages or through divination rituals may

Treasure Parcels
Parcel A:
Parcel B:
Parcel C:
Parcel D:
Parcel E:
Parcel F:
Parcel G:
Parcel H:
Parcel I:
Parcel J:
Parcel K:

6. Chapel of Evil
6. Chapel of Evil
10. Agitated Room
10. Agitated Room
13. Cell of Despair
13. Cell of Despair
14. False Treasury
14. False Treasury
15. Acererak's Crypt
15. Acererak's Crypt
15. Acererak's Crypt

Based on the guidelines in the Dungeon Master's


Guide, the following parcels can go in the spaces
above. Rely on the wish lists your players gave you
for the first seven parcels.
4

still have difficulty obtaining as much background as


they desire, for the scraps of information are often
minimal and mystical. When the Tomb is spoken of,
it is not in serious academic research but as a
reference to any ancient crypt that provides certain
death to invaders, or to any burial place that a
sorcerer king constructed for himself. In any case, a
tomb of horror is usually full of treasure available
at great price.
Heroes brave enough to continue searching the
tomb may find Acererak's final haunt, and face only a
facsimile of Acererakin truth, the real demilich
resides in his Fortress of Conclusion in the
Shadowfell, seeking to merge his consciousness with
the plane itself, and so undergo a terrible apotheosis
where he dominates all undead life... but that is a
story for another adventure.

The Tomb
The hill under which the tomb can be found is 600
feet wide, 900 feet long, and its flat top stands 60 feet
over the surrounding undrinkable Witchlight Fens
Parcel 1: Magic item, level 15
Parcel 2: Magic item, level 15
Parcel 3: Magic item, level 14
Parcel 4: Magic item, level 14
Parcel 5: Magic item, level 13
Parcel 6: Magic item, level 13
Parcel 7: Magic item, level 12
Parcel 8: A clear diamond worth 5,000 and two
chipped emeralds wrapped in a polishing cloth worth
1,000 gp apiece, 200 gp.
Parcel 9: A solid gold dinner plate worth 2,500 gp,
and a golden goblet worth 500 gp
Parcel 10: A box with with 2,000 ancient, polished
gold coins, sorted and labeled on racks by date and
location of minting.
Parcel 11: A potion of vitality

swamp water. Sparse weeds, thorns, and briars grow


along the hill itself, except for a cliff of gravel and
sand, 300 feet wide, on the northern side of the
island. The cliff is completely obscured by a large
patch of vegetation from the sides, and a stone ledge
from above.
The hill's distinctive black boulders form the eyes,
nose, and jagged teeth of a grinning human skull
though this is only visible from above.
It is assumed that the PCs arrive at the proper hill
in the Witchlight Fens by rowboat, manned by a
marsh guide who promises to return in 48 hours and
immediately thereafter departwhether or not the
party is there to climb aboard. To get out of the
marsh, it normally takes a day of rowing with a
guide, but a full five days withoutassuming the
party knows where they're going and don't get
attacked by natives.

Tomb Exterior
The entrance to the tomb is concealed beneath the
sand cliff on the northern part of the island. There are
two false entrances which accompany it: the western
most part of the cliff conceals the entrance to room 1,
the eastern most part contains the entrance room 2,
and the central area leads to room 3, the true tomb
entrance.
Characters digging in any part of the cliff face
(the players must specify where they are searching)
will find evidence of the entrance, but it will require 1
hour of excavation to completely reveal it (though a
crawlspace can be cleared in merely 1 minute). It
requires guesswork to find the correct entrance.
No amount of time spent on the hill of the tomb
invokes a random encounter (not that they know
this); however, the marsh guide which brought them
to the hill will return in 48 hours, so the party has
little time to spareunless they want to brave the
fens on their own.

Death
Death does not occur as normal within the confines of
the tombthe powerful necromantic energies
emanating from Acererak's influence mean that a
character who dies rises the next round as a mummy.
Give the character a mummy champion's darkvision,
resistance, regeneration and powers. The mummy
attacks the party relentlessly until slain.

Ceiling
Most ceilings in the tomb are 15 feet above the floor.

Doors
Most doors in the dungeon are oak with iron straps
securing the pieces, but jammed against their frames
from years of swamp moisturetreat as stuck barred
doors, requiring a standard action and a DC 20
Strength check to open.
Secret doors require a DC 21 Perception check to
locate. One-way doors, once passed through,
automatically re-seal and are as solid masonry wall.

Stairs
All stairs are difficult terrain, constructed of ill-fitting
stone bricks and cracked mortar.

Walls
Most walls in the dungeon are masonry, requiring a
DC 20 Athletics check to climb. Walls in the main
passageways and chambers are covered in plaster,
increasing the DC of climbing to 25.

Illumination
Most areas are darkthe party should track their
light sources. A wizard's light cantrip has a 20%
chance of ending during combatthe DM should roll
1d10 to determine after how many rounds it does.
5

1. TUNNEL CAVE IN
Encounter Level 11 (3,000 XP)

Setup
5 cave-in skill challenges
Acererak built his tomb with two separate false
entrancesone that collapsed, and one that sealed
shut permanently. They both flank the main entrance
to the tomb, concealed beneath a hill of dirt and sand.
If any party investigates these entrances without
proper consideration, they deserve whatever
punishment he choses to give them.
While this is the less lethal western entrance,
which merely tries to bury the party alive, it is still
likely to end the life of the more callous adventurers.
When the PCs step into the chamber, read:
The entrance the tomb is a short, roughly carved
passageway, completely filled with cobwebs. Tiny
spiders flee from the light and motion caused by the
unearthing of the tunnel. You cannot see more than a

Notes to the Dungeon Master


You should be familiar with the entire Tomb of Horrors
before moving forward; some of the traps or rooms work in
complex ways that require comprehension first.
When providing information, use the read-aloud text (or
paraphrase it, providing your own flavor) but never provide
any more information than the PCs would normally have.
Finally, avoid giving facial expressions or visual cues
as to how they should act; the real joy of this module to the
players should be their ability to overcome obstacles, to live
or die on their own.
One final note is to always make sure your party is
aware of the passage of time. Make their torches go out, so
they have to get out new ones; make them stop and eat. The
clock is ticking before their guide brings them away from
the tomb.

few feet into the room; the cobwebs are too thick.
It takes 5 minutes of work with a torch for a single
PC to clear the hallway of cobwebs. Afterwards, a
Dungeoneering check (DC 21) might inform that the
ceiling cobbled together and unstable.

Features of the Area


Illumination: Light filters through whatever
entrance the characters dug into the chamber, which
fills the room with dim light.
Cobwebs: The cobwebs that fill this corridor are
natural and built by normal spiders, and provide
heavily obscured terrain.
Trap: The trap starts if the PCs happen to prod
the (initially) concealed ceiling, or opens the door at
the end of the corridor.
Cave-In
Level 11
Skill Challenge
XP 600
The ceiling will begin collapsingrisking injuring or
burying alive anyone left in the chamber.
The PCs have triggered a trap, and the ceiling begins to
collapse and bury them alive. Each PC will have to face
his own version of the skill challenge, though they can
assist each other (see Special: Actions, below).
Complexity
1 (requires 4 successes before 3 failures). Any party
member who is less than halfway down the corridor
when the trap is activated gains an automatic success.
Primary Skills
Acrobatics, Athletics, Perception
Victory
The PC has left the tunnel safely.
Defeat
The PC is buried beneath debristrapped and suffocating.
After three rounds of being buried, that character is dead;
though another character can free him with a
Dungeoneering check.
Special: Teleportation
DC 10 A PC can use a teleportation spell to leave the
corridor if he likes. Have him roll a d20, modified by
half his level and the teleport distance. A success counts

as a success on the skill challenge. If the PC succeeds by


10 or more, he gains an additional success on the skill
challenge.
The PC teleports closer to safety, though there's still quite
a distance to go.
Special: Order of Events
At the start of the skill challenge, each PC rolls a
Perception check (see below) as their first check in the
challenge to notice the trap starting.
Special: Actions
Each action in the challenge is a move action; this leaves a
minor action and standard action for each PC. Each PC
can use a standard action to aid another character, but
they can only assist characters with fewer successes than
they have.
Acrobatics (DC 16; 1 success)
The PC dodges between the larger falling stones, rolling
and weaving to safety.
Athletics (DC 21; 1 success)
The PC dashes across the room as fast as his legs can go.
Dungeoneering (DC 10; automatic
failure)
On a success the character can
remove a single failure from
another character's skill challenge
including someone who has
failed the challenge, potentially
bringing them back into play.
The PC stops his progress across
the chamber to pull a friend out
of the debris and into safety.
Perception (DC 16; 1 success)
This must be the first skill rolled in
the challenge.
The PC notices the ceiling
beginning to collapse and gets a
head start on fleeing the area.

Aftermath
Once the entire party is done
with their skill challenge, the
tunnel will completely collapse,
making it inaccessible.

2. STONE PARTITION
Encounter Level 11 (3,000 XP)

Setup
5 stone partition skill challenges
Acererak makes great use of the adventurers who
perish in his tomb; they rise after they die (assuming
their bodies aren't destroyed) as mummies, and get to
work restoring the Tomb to its former state. While
the first of Acererak's false entrance tunnels crushes
any adventurers in it, the second tunnel serves a more
practical purpose: it lets the party starve to death
behind an impenetrable stone wall, rising as
mummies to rebuild the tomb.
When the PCs enter this room, read:
The entrance to the tomb is a long, harshly carved
passageway. The ceiling, floor, and walls are roughly
hewn. A pair of doors at the end of the hallway are
built of heavy oak and iron bars, with pull rings to
open them. It looks like it would be treacherous to
move at more than a snail's pace across the badly
excavated floor.
When the PCs enter the trapped area, read:
The room rumbles loudly, shaking as though in the
midst of a minor earthquake.

Features of the Area


Illumination: Light filters through whatever
entrance the characters dug into the chamber, which
fills the room with dim light. Should the barrier close,
the tunnel is dark.
Partition: A solid stone block, effectively a
fourth wall, slides into place if the party approaches

within 2 squares of the doors to the south. It is


impassable and indestructibleany character without
a way of teleporting past the block is stuck forever.
Stone Partition
Level 11
Skill Challenge
XP 600
The partition is slamming shutin the next couple seconds,
the entire party will be sealed within.
The PCs have triggered a trap, a sliding stone partition that
will permanently seal them in their own tomb. Each PC
will have to face his own version of the skill challenge,
though they can assist each other (see Special: Actions,
below).
Complexity
1 (requires 4 successes before 3 failures). Any party
member who is less than halfway down the corridor
when the trap is activated gains an automatic success.
Primary Skills
Acrobatics, Endurance, Perception
Victory
The PC has darted out of the room before the stone
partition could close.
Defeat
The PC is trapped behind the stone partitionwith
practically no way of getting out short of Linked Portal.
Special: Teleportation
DC 10 A PC can use a teleportation spell to leave the
corridor if he likes. Have him roll a d20, modified by
half his level and the teleport distance. A success counts
as a success on the skill challenge. If the PC succeeds by
10 or more, he gains an additional success on the skill
challenge.
The PC teleports closer to safety, though there's still quite
a distance to go.
Special: Order of Events
At the start of the skill challenge, each PC rolls a
Perception check (see below) as their first check in the
challenge to notice the trap starting.
Special: Actions
Each action in the challenge is a move action; this leaves a
minor action and standard action for each PC. Each PC
can use a standard action to aid another character, but
they can only assist characters with fewer successes than
they have.
Acrobatics (DC 21; 1 success)

The PC gets some good footing and darts across the


shaking, harshly carved floor.
Athletics (DC 16; 1 success)
The PC dashes across the room as fast as his legs can go.
Endurance (DC 21)
This check does not count as a success or failure for the
challenge. Any PC who has finished his skill challenge
can roll this check and spend a healing surge to hold the
partition open, granting everyone else still attempting
their challenge a +2
bonus to skill checks. If
he has an iron rod or
something equally
strong to brace the door
with that he is willing to
destroy, he can gain a +2
bonus on this check.
The PC, being in safety,
decides to risk his health
to keep the partition
from slamming shut.
Perception (DC 16; 1
success)
This must be the first skill
rolled in the challenge.
The PC notices the
partition starting to
close and gets a head
start on fleeing the area.

3. TOMB ENTRANCE
Encounter Level 12 (3,600 XP)

Setup
1 four-armed gargoyle (G)
8 false-floor pit traps
Only the truly intelligentor luckycan make it
merely to the entrance to Acererak's tomb. But the
demilich is unrelenting in checking the intelligence of
his foes; only those who remain focused on the task
at hand and don't get distracted by false guides
through his tomb don't risk falling victim to one of
his many traps and hazards.
When the PCs enter this room, read:
This long corridor seems untouched by the passing of
the ages. Decadent frescoes are painted upon the
plaster-covered walls, which is in some places
chipped to reveal underlying masonry. A winding
path of red tiles meanders down the corridor, leading
to a great green devil face, and a magical portal. A
grotesque winged statue with four arms is perched on
the green devil face's horns, staring blankly forward.
When PCs examine the walls, read:
The images depict fields with cattle grazing, and low
woodlands with several wolves in the background,
common race slaves toiling with various tasks, mixed
in with zoomorphic humanoids. Chairs, windows,
boxes, bales, doors, chests, birds, bats, spiders, and
all manner of things appear on the walls.
Some frescoes are more focused and show rooms
of some buildinga library filled with many books
and scrolls, a chamber with a horrid creature in a
cage used to torture prisoners, and a magical
workshop.
8

Two jackal-headed human figures in this latter


painting are portrayed as if holding a bronze chest
except that the chest is real, and protrudes into the
corridor. The chest is hinged on the bottom so as to
allow the lid to swing down when a stud is pressed.
A message is etched into the floor's red mosaic, in
Supernal hieroglyphs. If the party examines the
mosaic, they find it; if they can decipher Supernal,
give the party Acererak's riddle handout (see the back
page).

Tactics
The gargoyle only attacks the party if they attempt to
tear away the plaster on the walls, or if one of the
party members falls into a pit trap. They may
otherwise explore freely without disturbing him.
The gargoyle makes claw attacks, hoping to
wound its enemy with its bloodfire gaze. It uses its
savage bite against the first enemy that succumbs to
its aura, and uses it again once the power recharges. It
will try to end its turns next to traps, luring party
members toward themand if a PC ends his turn
next to a pit trap, the gargoyle will make a bull rush
attack to push him in. If it is reduced to 65 hit points
or lower, it will perch atop the green devil face and
revert to stone form until it is no longer bloodied, at
which point it will resume its attack. The gargoyle
will not follow the PCs out of the area.
If all PCs fall into pits during the combat, the
gargoyle will select the most isolated PC and dive
into the pit and melee that PC to death before moving
onward.

Features of the Area


Bronze Wall Chest: The chest protrudes above
the northernmost pit trap on the map, which doesn't
activate when stepped on. Any flesh which touches

the button which opens the chest is attacked: +15 vs.


Fortitude; ongoing 5 poison damage (save ends). If
characters reach into the chest, they find a concealed
lever; pulling it activate a normal false-floor pit trap
beneath them.
Magical Archway: The red tile leads to a stone
arch, filled with opaque, swirling gray mist. Three
large stones are embedded in the archyellow on the
lower left, orange on the lower right, and blue as the
keystone. If pressed in the proper sequence (yellow,
blue, orange), the vapor disappears, and the path
appears to go eastward. Stepping into the arch while
it is clouded teleports a character to Area 4's iron cell.
Otherwise, characters stepping on the red tile through
the arch teleport to the three-armed gargoyle statue in
Area 5, while characters stepping through while not
on the red tile teleport to the top of the tomb's hill. If
the player does not specify how they walk through
the portal, determine whether they're on the red tiles
randomly.
Floor Traps: All of the floor traps on the map
with spiked pits are immediately active; the blank
trap only becomes an active threat if the party pulls
the lever in the bronze chest jutting from the wall.
Secret Door: The door is concealed behind the
fresco of a torture chamberthe plaster is easily torn
away to reveal it, but tearing away the plaster invokes
the wrath of the gargoyle.
Great Green Devil Face: The red tile leads to an
evil-appearing devil face set into the mosaic, with a
huge dead-black mouth, three feet in diameter.
Anything that enters the mouth is disintegrated; a
creature who inserts a limb loses the limb and takes
4d10 + 5 damage (simply jumping into the mouth
immediately kills the creature). Creatures or objects
reduced to 0 hit points by the mouth's damage are
destroyed, reduced to a pile of fine gray dust.

False-Floor Pit
Level 13 Minion
Trap
XP 200
A covered pit is hidden in the corridor. Flagstones are built
on a rotating axis, rigged to drop a creature into a 30-footdeep pit before slamming back to its concealed position.
Hazard: A square of the floor hides a 30-foot spiked pit.
Perception
DC 22: The character notices the false stonework.
Trigger
The trap attacks when a creature enters one of the trap's
four squares.
Attack
Immediate Reaction
Melee
Target: The creature that triggered the trap.
Attack: +16 vs. Reflex
Hit: Target falls into pit, takes 3d10 damage plus ongoing 5
poison damage (save ends), and falls prone.
Miss: The target returns to the last square it occupied and
its move action ends immediately.
Countermeasure
An adjacent character can trigger the trap with a DC 10
Thievery check (standard action). The trap swings open
briefly, then shuts.
An adjacent character can disable the trap with a DC 22
Thievery check (standard action). The floor becomes
safe.
A character who makes an Athletics check (DC 11, or
DC 21 without a running start) can jump over the pit.
A character can climb Athletics checks (DC 22) as a
move action. Since the pit is 6 squares deep, and most
characters climb at one-half their speed, it might take a
couple rounds for someone to escape a pit.
Four-Armed Gargoyle (G)
Level 14 Elite Brute
Medium elemental humanoid (earth)
XP 2,000
Initiative +18
Senses Perception +14; darkvision
Bloodfire Gaze (Fire) aura 2; any creature taking ongoing
damage that enters or starts its turn in the aura takes 5
fire damage and is weakened (the effect ends when the
creature leaves the aura). This aura is not active while
the nebassu gargoyle is in stone form.
HP 260; Bloodied 130
AC 30; Fortitude 26, Reflex 26, Will 24
Immune petrification

Resist 10 necrotic
Saving Throws +2
Action Points 1
Speed 6, fly 8
M Claws (standard; at-will)
+19 vs. AC; 2d8 + 6 damage, and ongoing 5 damage
(save ends).
m Bull Rush (standard; at-will)
+13 vs. Fortitude; The target is pushed 1 and the
gargoyle slides 1 into the target's former space.
m Rending Claws (standard; at-will)
Make 2 attacks against the same target; +19 vs. AC each;
1d10 + 6 each. If both attacks hit, the target takes
ongoing 5 damage (save ends)
c Death's Breath (minor; encounter) Necrotic
Close burst 5; +16 vs. Fortitude; 2d8 + 5 necrotic
damage, and the target is immobilized (save ends).
m Savage Rend (standard; recharge 56) Healing
+19 vs. AC; 2d6 + 6 damage, or 2d10 + 6 damage
against a bloodied or weakened target. In addition, the
gargoyle regains a number of hit points equal to the
amount of damage dealt.
Stone Form (standard; at-will)
The gargoyle becomes a statue and gains resist 30 to all
damage, regeneration 4, and tremorsense 10. It loses all
other senses and can take no actions in stone form other
than to revert to its normal form (minor action).
Alignment Evil
Languages Primordial
Skills Stealth +18
Str 23 (+13)
Dex 22 (+13)
Wis 15 (+9)
Con 20 (+12)
Int 5 (+4)
Cha 18 (+11)
Equipment Collar with ten 100 gp quartz gems

Aftermath
After the gargoyle has been defeated, a collar can be
looted from around its throat, studded with ten
gleaming blue quartz crystals, each worth 100 gp. If
the collar is turned inside out, a message is written in
Supernal, which if translated says: Look low and
high for gold, to hear a tale untold. The archway at
the end, and on your way you'll wend. A

4. FORSAKEN PRISON
Encounter Level 10 (2,500 XP)

Setup
2 asp swarms (A)
1 prison trap
1 chute trap
1 poison darts trap
1 skeletal tomb guardian (S)
Acererak punishes idiocy. And in a world filled with
magic, what's more idiotic than stepping through a
portal without knowing what's on the other side? To
that end he built a prison, a simple iron cube with no
seams that contains three levers. Pushing them all up
provides a way to safety... but pushing them all down
almost certainly means death.
Of course, the demilich also enjoys rewarding
good fortune, or forethought, as the case may be
players who break out of his prison might find
themselves in a (potentially deadly) treasury.
When the PCs enter the iron prison, read:
This 20-by-20-by-10-foot iron cube is completely
featureless, except for three iron levers on one wall.
There are no visible exits.
When PCs enter the treasury, read:
The chamber is broad, but immediately reeks of
danger. Some of the hundreds of sleeping asps
awaken and raise their heads at you, their hoods
opening. A single, large oaken chest is in the center
of the room, bolted to the floor with its own silver
bands. There is no visible exit to the room. A
mangled pile of bones lies outstretched on the floor,
arm bones reaching toward the chest. Asps slither
through the bodies to get a look at you.
10

pit trap in Area 3.


Any character who makes a DC 16 Nature check
realizes that these asps are probably natives to the
swamp, and have made their nest in this room. They
are not aggressive unless disturbed.

Tactics
The asps are not very aggressive, unless provoked, at
which point they relentlessly attack the closest living
creature, going so far as to chase them across the
tomb. The skeletal tomb guardian lacks complex
strategy as well, though it won't leave the treasury.
The asps and the skeleton won't attack each other,
but the poison dart trap might hit both of them.

Features of the Area


Levers: The levers function very simply: if
they're all pointing up, a tunnel opens in the ceiling
that a Small or Medium character can squeeze
through. If they are all pointing down, the falling trap
opens beneath the PCs' feet. They all start in a neutral
facing position.
Asps: While not aggressive, moving through the
room requires a DC 15 Acrobatics or Nature check to
avoid aggravating the asps into attacking.
Treasure Chest: Inside the treasure chest is a
crystal box, inside of which is a red velvet pillow
holding a white gold ring engraved with a tiny shield
(a ring of protection). If the PCs take no precautions
to be quiet while opening the chest (or fail a DC 22
Stealth check), the skeletons will rise to form a
skeletal tomb guardian. Taking or opening the crystal
box in the chest engages the poison darts trap.
Tunnels: This three-foot-wide path is too small
for a Large creature to move through. There is a plug
in the ceiling of the tunnel halfway down it's length
that requires a DC 20 Perception check to notice from
either side. It leads to the treasury. Otherwise, the
crawlway leads to a one-way door at the bottom of a

Asp Swarm
Level 12 Brute
Medium natural beast (swarm)
XP 700
Initiative +10
Senses Perception +6; darkvision
Swarm Attack aura 1; the asp swarm makes a basic attack
as a free action against each enemy that begins its turn in
the aura
HP 145; Bloodied 72
AC 25; Fortitude 23, Reflex 25, Will 25
Resist 10 poison, half damage from melee and ranged
attacks; Vulnerable 10 against close and area attacks
Speed 6, climb 6
M Venomous Swarm (standard; at-will) Poison
+15 vs. AC; 2d6 + 4 damage, and ongoing 5 poison
damage (save ends).
Alignment Unaligned
Languages
Skills Stealth +14
Str 12 (+7)
Dex 19 (+10)
Wis 10 (+6)
Con 15 (+8)
Int 2 (+2)
Cha 14 (+8)
Skeletal Tomb Guardian
Level 10 Brute
Medium natural animate (undead)
XP 500
Initiative +10
Senses Perception +12; darkvision
HP 126; Bloodied 63
AC 23; Fortitude 22, Reflex 23, Will 20
Immune disease, poison; Resist 10 necrotic; Vulnerable 5
radiant
Speed 8
M Twin Scimitar Strike (standard; at-will) Weapon
The skeletal tomb guardian makes two scimitar attacks
against the same target: +13 vs. AC; 1d8 + 4 damage
(crit 1d8 + 12). This also holds true for opportunity
attacks.
m Cascade of Steel (standard; at-will) Weapon
The skeletal tomb guardian makes two twin scimitar
strike attacks (four scimitar attacks total).
m Sudden Strike (immediate reaction, when an adjacent
enemy shifts; at-will) Weapon
The skeletal tomb guardian makes a melee basic attack
against the enemy.
Alignment Unaligned
Languages
Str 18 (+9)
Dex 20 (+10)
Wis 14 (+7)

Con 16 (+8)
Int 3 (+1)
Equipment 4 scimitars

Cha 3 (+1)

Prison Trap
Level 14 Minion
Trap
XP 250
The floor of the chamber is a trapdoor over a large pit.
When the levers are all pushed down, the trapdoor opens.
Trap: A 4-by-4 section of the floor hides a 40-foot-deep
pit.
Perception
DC 18: The character notices the seam to the floor.
DC 23: The character notices the trapdoor in the ceiling.
Trigger
The trap attacks when a creature pulls all three levers
into the down position.
Attack
Immediate Reaction
Melee
Target: All creatures in the room.
Attack: +15 vs. Reflex
Hit: Target falls into pit, takes 4d10 damage, and falls
prone.
Miss: Target grabs hold of one of the levers, and the trap
resets at the end of the triggering creature's next turn.
Countermeasures
A character can climb out with a DC 23 Athletics check.
The pit is 8 squares deep, and most characters climb at a
rate of one-half their speedto climb out of the pit, they
would have to coordinate with someone above the pit.
Characters explicitly holding on to the levers at the time
of the trap avoid falling into the pit.
Pushing all three levers to the up position opens a trap
door in the ceiling, which itself would require teamwork
to climb up (being 10 feet in the air).
Poison Darts Trap
Level 13 Minion
Trap
XP 200
The chest fires a set of spring-loaded poison darts at
whoever removes the crystal box contained within.
Trap: A series of darts which fire at anyone standing over
the chest.
Perception
DC 17: The character notices the the switches and tubes
behind the crystal box.
Trigger
The trap attacks when a creature removes the crystal box

containing the ring of protection.


Attack
Immediate Reaction
Close burst 1
Target: All creatures in burst
Attack: +14 vs. Reflex
Hit: 3d8 poison damage plus ongoing 5 poison damage
(save ends).
Countermeasures
A character can safely activate the trap with a DC 22
Thievery check (standard action). The chest becomes
safe.
Chute Trap
Level 11 Minion
Trap
XP 150
Some adventurers don't enter the area through the prison
they enter it through the hall of spheres, through a chute
which drops them several feet to the treasury floor.
Trap: A chute from the hall of spheres.
Perception
This trap cannot be detected with Perception.
Trigger
The trap attacks when a creature opens the one-way
door into the area.
Attack
Immediate Reaction
Area the crawlway
Target: All creatures in area
Attack: +14 vs. Reflex
Hit: Target slides into area 4, takes 3d10 damage and
falls prone.
Miss: The target holds onto the crawlway walls, staying
where he is. Any characters behind him in the
crawlway who are hit slide down the passage, hit the
character, and another attack is made against him.

Aftermath
Killing the asps in the chamber simply means the
swarm falls apart and the remaining snakes flee;
after one day, entering the room again will yield
another asp swarm.

11

5. HALL OF SPHERES
Encounter Level 10 (2,500 XP)

Setup
Complex of secret doors skill challenge
Complex of secret doors puzzle solving
2 trapped false door
One of Acererak's quirks to his tomb, one which the
party may eventually come to notice, is that is it is
rather linearwith few exceptions, the party doesn't
have a choice as to what area they will be facing next,
but they will often feel as though they had a choice.
The hall of spheres is a long corridor with
paintings of various creatures holding colored spheres
along the walls. Investigation will show doors behind
these sometimes illusory paintingsAcererak hopes
that the party doesn't bother to read his clues, and
instead simply choose the exits which will cause
them great pain and torment.
Before that, though, Acererak guides potential
opponents through a series of chambers which
assuming they take the right pathsap their strength
while they try to figure out how to move past each of
a series of seven secret doors.
When the PCs enter the trapped labyrinth, read:
This plain, simple stone chamber has a checkered
pattern of holes in the walls and ceiling. There
doesn't seem to be any exit other than the door you
entered from.
When the PCs enter the hall of spheres read:
The floor of this long, wide hall is inlaid with tiles,
and the walls and ceilings are painted of figures of
humans and strange signs and glyphs. Humans and
humanlike creatures hold painted spheres, each a
12

different color from the next. In the corner of the


hallway, an identical statue to the gargoyle in the
first hall stands with one stone arm broken off, but its
remaining arms spread wide, palms-up. There is also
a glowing portal at the other far end of the hall, and
two wooden doors on one of the walls.
If examined, the gargoyle has identical grooves on
each of its three palmswhich a gemstone would
easily fit into.

Features of the Area


Three-Armed Statue: This statue resembles the
four-armed gargoyle from area 3, but is completely
inert. It appears to have had four arms at one point,
but its fourth is on the ground and cannot be
reattached. If a gem, worth at least 100 gp, is placed
within the groove of each of its three hands, the hands
animate, crush the gem, and return to normal. If this
process is repeated until nine gems are crushed, the
tenth will cause a Magic Mouth to activate on the
gargoyle and say Your sacrifice was not in vain.
Look to the fourth to find your gain. A crown of
doors (level 16) will have appeared, but will be
covered in a magical substance that makes it invisible
(which can be wiped off) and could very well be
ignored or kicked across the floor and lost.
Doors: These false doors stab spears out at
potential victims when opened.
Labyrinths: The easily traveled labyrinth leads to
a dead enda door which opens onto an empty wall
(with no false door trap). The complex of secret
doors, however, requires certain pressure in certain
directions on the masonry walls.
Magic Archway: Similar to the archway in room
3, this mist-filled arch has a glowing dark green stone
on the lower left, pale yellow on the lower right, and
a brown as the keystone. Unlike the archway in room
3, the mists cannot be dispersed, and stepping
through the portal sends the character to the top of the

tomb's hill, and his equipment to Acererak's crypt.


Spheres: Some of the spheres are merely paint on
the walls, while others are actually illusions with the
appearance of a painted sphere. Touching or
examining the false spheres allow a DC 20 Insight
check to perceive them as illusions. Other PCs can
assist on this check.
The secret door behind the red sphere leads to a
passageway which, if the second secret door behind it
is opened, turns into a chute which drops the party 30
feet into the forsaken prison treasury (see area 4 for
trap details).
The DM is free to make up which spheres are held
at which heights, and by what figures. However, the
crawlways are always at ground level.
Complex of Secret Doors
Level 10
Skill Challenge
XP 2,000
Each of the chambers seals the party withinwith their
only avenue of escape being finding and opening the next
secret door.
The PCs have entered the true means of crossing this area,
the trapped labyrinth.
Primary Skills
Acrobatics, Arcana, Perception, Religion, Strength
Complexity
This skill challenge requires 6 primary skill checks (though
a number of supplementary ones) to succeed; however,
the punishment for failure is a steady stream of damage,
there is no concrete end to the skill challenge.
Special: Arc Lightning
For every round the characters spend in a chamber, they'll
be attacked by an arc of lightning tearing from the
hidden runes on the walls. Every round at the highest PC
initiative, a random PC will be targeted: 2d6 + 5
lightning damage, and the target is dazed until the end of
their next turn. The PC can make an Acrobatics check to
avoid the bolt (see below).
Special: Individual Chambers
For each chamber, a PC must succeed on a Perception
check (minor action) to find the next secret door, and a
Strength check is required to open it (move action).
Aiding another on a check is still a standard action, and

some characters might choose to spend a standard action


studying the runes on the wall to figure out where and
when the next lightning arc will fire.
Acrobatics (DC 15; immediate interrupt; no successes)
When the lightning arc attacks a character, a character can
make this check; a success halves the damage taken, and
the character is not dazed.
The PC gets some good footing and darts across the
shaking, harshly carved floor.
Arcana (DC 20; no successes)
A successful check grants a +5 bonus on the next
Acrobatics check made as a part of this skill challenge.
The PC feels a surge of magic growing in one section of the
room, and tells his friends to move.
Perception (DC 25; no successes)
A successful check enables a character to locate which
direction the next door lies in. It does not reveal any
details about how to move the door, except for the final
door, which reveals seven studs concealed on the wall.
The PC quickly scans his eyes across the walls, noticing
differences in the stonework.
Strength (DC 15; 1 success)
As a part of the skill check the character must declare how
he is moving the secret door. The doors are can be
opened as follows, in this order:
Pull the wall down, into a slot in the floor.
Pivot the wall centrally, like a rotating door.
Pull inward and up at the bottom, like a garage door.
Slide up into the ceiling, like a portcullis.
Pull two panels inward, like a double door.
Slide the door left, like a sliding door.
A Strength check is not required for this door. Seven
studs are concealed on the wall. Pressing all at the same
time opens the door. Pressing the first or seventh opens
the doorbut collapses the door on anyone in the
chamber (+15 vs. AC, 4d10 damage).
The PC puts his body into moving the stone wall out of the
way, and it slides out of place.

Trap: When the trap is triggered, a spear launches at any


creature standing in front of the door.
Perception
Characters can't use Perception to detect this trap.
Trigger
When a creature opens the door, the trap attacks.
Attack
Immediate Reaction
Melee 1
Target: The creature who triggered
the trap.
Attack: +15 vs. AC
Hit: The target takes 5d8 damage.
Miss: Target shifts 1 square away
from the door.
Countermeasures
An adjacent character can trigger
the trap with a DC 15 Thievery
check (standard action). The spear
misses.
An adjacent character can disable
the trap with a DC 20 Thievery
check (standard action). The door
becomes safe.
The trap only resets if the door is
closed.

Trapped False Door


Level 10 Minion
Trap
XP 125
This door has a spring launch mechanism. Opening the
door spikes a spear out at whoever is standing near it. The
spear retracts and resets if the door is closed again.

13

6. CHAPEL OF EVIL
Encounter Level 12 (3,575 XP)

Setup
1 opalescent altar trap
1 poison pews trap
1 magical archway puzzle
1 door slot puzzle
As many adventurers will have realized by this point,
Acererak has always had an ironic sense of malicious
humor, and this is reflected even in his method of
worship. When he once lived in the tomb, he had a
chapel built to perfectly model the standard holy
churchwhich he then defiled, keeping some of the
holy markings and paintings as he added his own
more demented, creative ones.
When the PCs enter the chapel, read:
This chamber seems to be a chapel, with two rows of
four wooden pews leading past grandiose
landscapes, with the shining symbols of Avandra,
Bahamut, Moradin, and Pelor in the sky. It appears
that a different hand has painted throngs of zombies
rotting skin, maggoty orifaces, exposed skeletons
praising the symbols in mass worship.
A faintly blue altar sits atop a short flight of
steps, and is flanked by two giant flaming braziers. A
human skeleton wearing rusted black chainmail lies
dead in the southwestern portion of the room, one
outstretched arm seeming to point into the mist-filled
arch on the west wall.
The pews, if investigated, are shown to have hinges
and latches on them, for storage beneath the seats. On
the eastern wall, behind one of the braziers, is a slot
with the Common letter 'O' traced above it (see the
stone door, below).
14

Features of the Area


Magical Archway: The mists of this archway are
glowing orange. The first time a character enters the
mists, their sex and alignment are reversed. Entering
a second time restores the alignment but drains a
healing surge. The third time restores the sex and
alignment, but teleports the PC to the top of the
tomb's hill and his equipment to Acererak's crypt.
Gender can be restored with Remove Affliction only
if the alignment has been fixed.
Pews: The pews up until the first row combined
contain the room's treasure parcel. However, opening
either of the front to activate the poison pew trap.
Blue Altar: This block of strange material glows
with an inner light. See the opalescent altar
description, below.
Stone Door: The stone door to the southeast can
be opened by sacrificing a magical ring, inserting it
into the slot in the wall. The door and slot can be
detected with a DC 22 Perception check.
Poison Pews
Level 14 Elite Blaster
Trap
XP 2,000
When a character opens one of the front pews, looking for
treasure, the door to the chapel slams shut and seals, and a
greenish, toxic fog starts filling the room.
Trap: The chamber seals off and a slowly rising level of
toxic fumes fill the chapel.
Perception
DC 11: The character notices that the pews all have
hinges and compartments beneath the seats.
DC 18: The frontmost pews gives the most resistance to
being opened when tested.
Initiative: +4
Trigger
The trap is triggered when a creature opens one of the
front pews. When triggered, the door to the room slams
shut. Roll initiative. On the trap's initiative, toxic smoke
pours from the front pews, settling on the floor but filling
the chamber quickly.
Attack

Standard Action
Area the whole room
Targets: On the trap's initiative, the poison level in the
room rises. Raising the poison fog has the following
effects each round.
Round 1No effect on Medium creatures. Small creatures
are slowed.
Round 2Medium creatures are slowed. Small creatures
are dazed.
Round 3All creatures are dazed.
Round 4The chapel is completely filled with fog. All
creatures must make an Endurance check (DC 23) or
lose a healing surge.
Countermeasures
An adjacent character can delay the trigger as an
immediate reaction with a DC 18 Thievery check.
An adjacent character can stop the door from swinging
shut as an immediate reaction with a DC 23 Thievery
check. This causes the room to fill with smoke in twice
as many rounds, using the round 1 result on round 2, the
round 2 result on round 4, and so on.
An adjacent character can insert a magical ring into the
slot in the southeast corner to open the stone wall.
An adjacent character can try to force the entry door with
a DC 23 Strength check.
An adjacent character can stem the flow of the fog into
the room for 1 round by holding the pew doors shut with
a DC 18 Strength check. For each round that the pew is
held closed, poison still seeps out but at a slower rate.
For every 3 rounds of being closed that accumulates, the
poison level raises one level as though a round had
passed.
A character can climb the altar steps to double the
number of rounds required to effect them (using the
round 1 result on round 2, the round 2 result on round 4,
and so on).
An adjacent character can insert a magical ring into the
slot in the southeast corner. Anything inserted into the
slot is destroyed, but the stone door will slide into the
floor, ending the trap.
An adjacent character can attack the sealed entrance door
to break it open (AC 5; Fortitude 10; Reflex 5; hp 90)
A character on the opposite side of the stone wall can
open it with a simple lever pull.

Opalescent Altar
Level 12 Minion
Trap
XP 175
If touched, the altar sends a lightning bolt down the aisle of
the chapel, electrifying anyone in the area. If touched a
second time, it explodes.
Trap: The trap electrocutes anyone standing in the aisle if
it is touched by living matter, or explodes if it has
already done its lightning attack.
Perception
DC 23: The altar has a series of concealed magical runes.
Additional Skill: Arcana
DC 23: The character recognizes the nature of the trap.
Trigger
When living flesh touches the altar, the trap attacks the
aisle. After this point, it can be re-triggered by touching
it with any object.
Attack
Immediate Reaction
Melee
Target: All creatures in the two rows of squares in front of
the altar, between the pews.
Attack: +13 vs. Reflex
Hit: The target takes 4d6 + 5 lightning damage.
Miss: Half damage.
Effect: The altar glows a fiery red-blue, and the trap
changes as follows.
Immediate Reaction
Area southern half of chapel
Target: All creatures in area.
Attack: +13 vs. Reflex
Hit: The target takes 3d8 + 5 fire damage.
Miss: Half damage.
Effect: The altar is demolished.

15

7. TRAPPED HALLWAY
Encounter Level 14 (5,050 XP)

Setup
3 collapsing door pit trap
4 counterweight corridor skill challenges
All of the Tomb of Horrors is one massive litmus test
to determine the tenacity and ability of the
adventurers approaching Acererak's alleged final
resting place. Adventurers who have gotten this far
might prove to be a serious threat worthy of harsher,
more deadly testing..
To that end, he constructed this passage as one of
his deadlier means of separating the worthy from the
restonly the highest caliber adventurer will survive
a plunge into a pit of magma, so that's exactly what
Acererak plans to do.
When the PCs get past the pit traps, read:
You can hear people singing and laughing, dancing
and folk-music... all coming muffled from behind a
door at the end of this very, very long hallway. The
hall itself is polished alabaster and marble of only
the highest quality.
Adventurers find the lock to be quite unpickableit
doesn't actually contain a functioning lock
mechanism. They can, however, burst down the door
with another DC 23 Strength checkcausing the
sounds of laughter and music to turn into screams and
the scattering of feet, a faint orange light fading at the
end of the hallway.
Characters who move more than 3 squares past
the doorway trigger the counterweight corridor skill
challenge.

16

Features of the Area

Counterwieght Corridor

Trapped Doors: Each door in the corridor is


stuck and requires a DC 23 Strength check to open.
However, each door is actually the collapsing door
pit, described below.
Secret Door: The secret door at the bottom of the
third pit is only visible to characters who specifically
are looking for itor who fell in anyway. Most
adventurers skip past this pit, heading down the
counterweight corridor instead.

The counterweight corridor is one of the parts of the


tomb that signify it as a meat grinderwhen the PCs
investigate what sounds like civilized people in the
tomb, they'll be tossed down a slippery chute into a
pit of lava as soon as they move more than 3 squares
past the door.

Collapsing Door Pit


Level 16 Minion
Trap
XP 350
The door collapses under the strain, falling into a 40-footdeep pit filled with poison spikesand momentum carries
you with it.
Trap: A 2-by-2 section of the floor behind the door
contains a 40-foot-deep pit.
Perception
DC 24: The door has been constructed to detach from the
door frame if burst open.
Trigger
The trap attacks when a character pushes through the
door without declaring they're preparing for the pit.
Attack
Immediate Reaction
Melee
Target: The creature that triggered the trap.
Attack: +19 vs. Reflex
Hit: Target falls into pit, takes 4d10 damage plus ongoing 5
poison damage (save ends), and falls prone.
Miss: Target returns to the last square it occupied and its
move action ends immediately.
Effect: The door is open and the pit is revealed.
Countermeasures
A character who is pushing the door open can declare
before the attempt that they avoid stumbling forward into
the pit after the push, making a DC 12 Acrobatics check if
they succeed on the Strength check. They do not fall into
the pit with the door.
A character who makes an Athletics check (DC 11, or
DC 21 without a running start) can jump over the pit.
A character can climb out with a DC 19 Athletics
check.

Counterweight Corridor
Level 13
Skill Challenge
XP 800
The corridor throws you to the ground as the entire thing
collapses on a hinge, and slides you along its polished
surface into a pit of magma.
The PCs have triggered a trap, a massive chute leading into
a pit of magma. Each PC will have to face his own
version of the skill challenge, though they can assist each
other (see Special: Actions, below)
Complexity
1 (requires 4 successes before 3 failures).
Primary Skills
Acrobatics, Athletics, Perception
Victory
The PC makes his way to the top of the chute and has
leaped away from danger.
Defeat
The PC plunges into the pit, dying as soon as he hits the
bottom at the end of his turn.
Special: Teleportation
DC 10 A PC can use a teleportation spell to leave the
plunging corridor if he likes. Have him roll a d20,
modified by half his level and the teleport distance. A
success counts as a success on the skill challenge. If the
PC succeeds by 10 or more, he gains an additional
success on the skill challenge.
The PC teleports closer to safety, though there's still quite
a distance to go.
Special: Order of Events
At the start of the skill challenge, each PC rolls a
Dungeoneering check (see below) as their first check in
the challenge to notice the trap starting. To finish the
challenge, each PC must roll an Athletics check, to leap
from the chute and to safety.
Special: Actions
Each action in the challenge is a move action; this leaves a

minor action and standard action for each PC. Each PC


can use a standard action to aid another character, but
they can only assist characters with fewer successes than
they have.
Acrobatics (DC 17; 1 success)
The PC clambers up the slippery slope, able to get higher
before the grade gets too steep.
Athletics (DC 17; 1 success)
This skill must be the last skill rolled in the skill challenge.
Having made it to the top of the corridor, the PC leaps
across the gap to safety.
Dungeoneering (DC 17; 1 success)
This must be the first skill rolled in the challenge.
The PC notices the floor start to shift, and gets a head start
on fleeing from the area.

17

8. FALSE CRYPT
Encounter Level 12 (3,400 XP)

Setup
Fake Acererak
Escape route skill challenge
Most adventurers only watch the path in front of
them, ignoring the possibility of there being a second,
hidden path, guised by deception. Acererak hopes to
only teach this lesson once, using the counterweight
corridor trapbut if adventurers haven't learned that
lesson at this point, then Acererak hopes to be rid of
them quickly, and cleanly.
To that end, he created a lich out of a human
wizard ages ago, and bound him to the tomb for a
single purpose: getting slaughtered by adventurers
over and over, unleashing an illusory trap that
pretends to crush them all, chasing them out of
Acererak's tomb.
When the PCs approach the gas cloud, read:
Heavy gray smoke fills the passage from here
forward. It roils and twists in the air, and there is an
obviously supernatural air about itnot even a wisp
of the smoke extends up the stairwell, as though
against a glass wall.
When the PCs open the southern door, read:
The fear gas flows explosively out the southern door,
almost instantly filling the area with normal air. With
the stairwell clear of obscurement, you can see on the
floor a lone, silver mace with glowing gold holy
symbols carved on its length. Through the door to the
south is a thick net of spider webs, past which you
can barely see a crowned lich working calmly at
bench in his arcane laboratory.
18

Features of the Area


Gas Cloud: The cloud is heavily obscured terrain.
Any PC in the cloud must hold their breath, or make
a DC 22 Endurance check to be forced to flee from
the cloud as quickly as possible (save ends).
Mace: The mace is actually a worthless iron
mace, plated with silver. Any character who picks it
up senses that it's a +3 radiant mace, as follows. An
Insight check (DC 22) reveals the mace enchantment
to simply be an illusion. When the fake Acererak
dies, the mace shatters and reforms along with him
1d10 days later.
Radiant Mace
Level 15
This weapon burns with glowing, radiant energy.
Lvl 15
+3 25,000 gp
Weapon: Mace
Enhancement: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus
Property: When this weapon is used to deal radiant
damage, add its enhancement bonus as an item bonus to
damage rolls.
Power (At-Will Radiant): Free action. All damage dealt
by this weapon is radiant damage. Another free action
returns the damage to normal.

Treasure: The room contains quite the amount of


valuables. There's a jade coffer beneath a desk worth
2,500 gp, and contains two potions of vitality. There
are sacks tucked on the shelves around the room
containing a total of 20 platinum coins, 1,022 gold
coins, and 3,980 silver coins. Lastly, there is a map
on a shelf showing the location of a magnificent
treasure several hundred miles away (a fake).
Web: These webs are impossible to destroy by
mundane means, and anything that touches them is
permanently adhered. Only magical fire can clear the
webswhich damages any character or object
attached to the webs with equal damage.

Tactics
Any character who approaches the workshop where

the lich is hears the fake Acererak bellow WHO


DARES DISTURB THE REST OF ACERERAK? IT
IS YOUR DEATH WHICH YOU HAVE FOUND!
just before it attacks.
Since the fake Acererak is a lich, it doesn't show
any concern for its wellbeing and fulfills as a stand-in
for Acererak. It uses frostburn as often as possible,
and uses its action point to use second wind when
first bloodied. The fake Acererak does, however, fear
the radiant mace, since a solid three or four hits can
kill it outrightit makes attempts to stay away from
any character wielding the weapon.
Fake Acererak (Lich)
Level 14 Elite Controller
Medium natural humanoid (undead)
XP 600
Initiative +8
Senses Perception +8; darkvision
Necrotic Aura (Necrotic) aura 5; any living creature that
enters or starts its turn in the aura takes 5 necrotic
damage.
HP 218; Bloodied 109
Regeneration 10 (if the fake Acererak takes radiant
damage, regeneration doesn't function on its next turn)
AC 28; Fortitude 24, Reflex 28, Will 26
Immune disease, poison; Resist 10 necrotic; Vulnerable
50 radiant mace
Saving Throws +2
Speed 6
Action Points 1
R Shadow Ray (standard; at-will) Necrotic
Ranged 20; +18 vs. Reflex; 2d8 + 6 necrotic damage.
a Frostburn (standard; sustain minor; recharge 56)
Cold, Necrotic, Zone
Area burst 2 within 20; +18 vs. Fortitude; 3d8 + 6 cold
and necrotic damage. The burst creates a zone that lasts
until the end of the fake Acererak's next turn. The zone
is considered difficult terrain. Any creature that starts its
turn within the zone takes 10 cold and necrotic damage.
The fake Acererak can sustain or dismiss the zone as a
minor action.
Indestructible
When the fake Acererak is reduced to 0 hit points, its
body crumbles into dust, but it is not destroyed, and the

collapsing tomb challenge begins (though note the party


has enough time to loot the room). He reappears (along
with its possessions) in 1d10 days within the false crypt.
Second Wind (standard; encounter) Healing
The fake Acererak spends a healing surge and regains 54
hit points. He gains a +2 bonus to all defenses until the
start of his next turn.
Alignment Evil
Languages Abyssal, Common
Skills Arcana +18, History +18, Insight +13
Str 11 (+7)
Dex 12 (+8)
Wis 13 (+8)
Con 14 (+9)
Int 22 (+13)
Cha 18 (+11)
Equipment gold, gem-encrusted crown (2,500 gp),
spellbook (containing Undead Ward, Fool's Gold, Gentle
Repose, Detect Secret Doors, Banish Vermin, Brew
Potion, and Silence).

Collapsing Tomb Challenge


Escaping the tomb in a hurry is no small featevery
trap the party took their time to bypass they will face
all at once.
Escape Route
Level 12
Skill Challenge
XP 700
The room begins to shake and dust falls from the ceiling. A
tremor shoots from north to south through the tomb, and
rocks grind in the ceiling. Hunks of stone start falling, and
a rumbling noise begins to grow, and grow...
Upon killing the fake Acererak, an illusory tomb collapse
will begin to crash fake rocks (and real dust) behind the
PCs as they dash from the tomb, quickly moving through
each chamber they had formerly gone through.
For every round that a PC does not make a skill check for
the challenge (such as while in combat), they accumulate
a failure.
Complexity
1 (requires 4 successes before 3 failures).
Primary Skills
Acrobatics, Athletics, Perception
Victory
The PC makes his way out of the tomb alive.
Defeat
The PC doesn't make it out of the tomb, but lives when he
discovers that the tomb isn't actually collapsingit's all

just been an illusion.


Special: Teleportation
DC 10 A PC can use a teleportation spell to bypass certain
areas. Have him roll a d20, modified by half his level and
the teleport distance. A success counts as a success on
the skill challenge.
The PC teleports closer to safety, though there's still quite
a distance to go.
Special: Actions
Each action in the challenge is a move action; this leaves a
minor action and standard action for each PC. Each PC
can use a standard action to aid another character, but
they can only assist characters with one fewer success
than they have.
Special: Ending the Challenge (DC 22)
Any character who asks to make an Arcana check (to detect
magic), Insight check (to detect illusions) or Religion
check (think about the fake Acererak) and succeeds on
this check can immediately end the challenge for all
nearby characters, having realized the falseness of the
current situation.
Trapped Hallway (Athletics; DC 17; 1 success)
The PC climbs up the pit, dodging rocks as they scramble
toward safety.
Chapel of Evil (Acrobatics; DC 17; 1 successes)
A failure closes off access to this skill until this PC
manages to succeed, likely accumulating failures for the
rest of the party.
The PC manages to wriggle through the quaking, writhing
dirt crawlway all the way to the hall of spheres.
Hall of Spheres (Insight; DC 22; automatic failure)
This check is required if the party does not know where the
secret tunnel to area 4 is. Once the exit is found, it is
found for all party members.
The PC runs his hands along the wall until he finds a
sphere which leads to a way out.
Hall of Spheres (Acrobatics; DC 17; 1 success)
A failure closes off access to this skill until this PC
manages to succeed, likely accumulating failures for the
rest of the party. Regardless, the character takes 3d10
falling damage (see the rules for Acrobatics on reducing
falling damage).
The PC crawls through the narrow tunnel to the forsaken
prison, falling a steep drop.
Forsaken Prison (Perception; DC 22; automatic failure)

This check is required if the party does not know where the
secret tunnel to area 3 is. Once the exit is found, it is
found for all party members.
The PC find a hidden exit in the treasure area, quickly
slipping into the tunnel and making his escape.
Forsaken Prison (Acrobatics; DC 17; 1 success)
A failure closes off access to this skill until this PC
manages to succeed, likely accumulating failures for the
rest of the party.
The PC squirms into the pit trap in the tomb entrancehe's
almost out completely.
Tomb Entrance (Perception; DC 12; automatic failure)
This check is only required if the party did not have the
foresight to mark the traps in area 3. On a failure, the PC
falls into a random pit trap.
The PC dodges around the pit traps at the tomb entrance as
slabs of rock slam into the ground behind him, and he
breaks into the sunlight, alive and whole.

Aftermath
Since some parties might be convinced that they have
just cleared the Tomb of Horrors, the DM should ask
them if they thought the dungeon was too hard. Of
course, most
divination spells
will reveal that
the tomb is still
intactas is
Acererak. In this
case, the party
might simply
return to the
tomb, and pick up
where the left off
(assuming they
didn't abandon it
long enough for
the creatures
within to restore
the tomb to full
condition).

19

9. EMBALMING LAB
Encounter Level 12 (3,500 XP)

Setup
4 bloodrots (B)
1 acid vat trap
1 spiked pit trap
What was once one of Acererak's many laboratories
for the religious preservationand perhaps,
reanimatingof his most trusted servants, this
embalming lab has been transformed into more of a
bump in the road, a way of wearing down a party and
keeping them busy, rather than an actual dangerous
trap. Of course, this area is easily bypassed entirely
and Acererak counts on adventurers to fail by just
that measure of sloth, ignoring the golden key hidden
in pieces through the room that is required for them
passing through the entire tomb.
When the PCs enter the laboratory, read:
Shelves line the walls, and each shelf is stuffed with
jars, vials, linen wrappings, herbs, oils, perfumes,
and glass bottles filled with colorful liquids. A lone
mummified hand, herbs, bones, and skulls are
scattered about on the vats and coffins in the
chamber. Clay pots, urns, and rolls of linen are
strewn around the floor. In the center of the room are
three large vats, each easily big enough to fit an
entire person within.
When the PCs touch the bloodrot vat, read:
The surface of the gray liquid explodes outward, as a
gigantic blood-red glob of jelly raises itself out of the
vat, splitting into four distinct globs that all sprout
thick, heavy tendrils.

20

When the PCs approach the spiked pit, read:


This long pit, far too long to merely jump over, is
only ten feet deep. Short spikes, about a foot long,
extend a foot high from the bottom in tight, dense
rowsone every foot or so.

Tactics
The bloodrots waits in its vat until prey touches the
surface of the liquid, then they strike, attempting to
grab a target to drain off its blood.

Features of the Area


Coffin: These coffins can provide cover if a
character is prone behind them.
Shelves: These shelves can be moved 1 square
with a DC 21 Strength check, or alternatively toppled
on an adjacent enemy with a Strength attack vs.
Reflex for 3d6 + 5 damage. The southern shelving
must be moved before the secret door can be found.
Spiked Pit: It is trivial for any character to jump
into the pit, and walk across it, without being affected
by the relatively short spikes. However, when a
character steps onto the last square of the pit, the
spiked pit trap activates.
Vat: These vats provide cover. They contain gray
liquids, all three feet deep. The northern one contains
dirty water, the middle one contains an acid which
deals 5 acid damage to anything that gets significant
exposure to the liquid, and the last one contains a
gray ochre jelly which attacks if disturbed. Concealed
within the gray murkiness of the middle and southern
vats are two halves of a golden key.
Bloodrot
Level 13 Brute
Medium natural animate (blind, ooze, undead)
XP 800
Initiative +11
Senses Perception +9; tremorsense 10
HP 163; Bloodied 81; see also split
AC 26; Fortitude 27, Reflex 26, Will 24
Immune disease, gaze, poison; Resist 15 acid

Saving Throws +2
Speed 5, climb 3
Action Points 1
M Blood Tendril (standard; at-will)
+14 vs. Reflex; 2d8 + 5 damage, and the target is
grabbed; see also bloodsqueeze.
M Bloodsqueeze (standard; at-will)
Targets a creature grabbed by the bloodrot; 2d8 + 5
damage (no attack roll is required).
m Taint (minor; recharge 56) Necrotic
+14 vs. Fortitude; 3d6 + 7 necrotic damage, and the
target loses a healing surge.
Split (when first bloodied; encounter)
The bloodrot splits into two Medium individuals, the
second one occupying a space adjacent to the original
creature. Each of the two creatures has hit points equal
to one-half the original's current hit points. Both
creatures act on the original creature's initiative count.
Effects applied to the original bloodrot do not apply to
either of the individuals after the split occurs. A bloodrot
can't split if reduced to 0 hit points by the attack that
bloodied it.
If out of combat for 5 minutes, the two halves
combine back into one bloodrot, which has hit points
equal to the combined value of the two halves.
Alignment Unaligned
Languages
Str 19 (+10)
Dex 21 (+11)
Wis 17 (+9)
Con 23 (+12)
Int 1 (+0)
Cha 1 (+0)
Spiked Pit
Level 10 Minion
Trap
XP 500
Hundreds of spear-like spikes will launch out of this pit if
activated, turning anything in or near it into a pincushion.
Trap: A 2-by-8 pit, 10-feet deep, contains spikes which
launch upwards when activated.
Perception
DC 15: The spikes appear to have gaps between the
blades and the floor..
Trigger
The trap attacks when a character steps onto the final
square of the pit's edge.
Attack
Immediate Reaction
Area
Target: Creatures in or adjacent to the pit.

Attack: +13 vs. AC


Hit: Target takes 3d8 + 5 damage.
Miss: Half damage.
Countermeasures
A character who makes a successful
Athletics check (DC 20) can jump over the
triggering squares and grab hold of the pit wall
without falling.
An adjacent character can disable the trap
with a DC 20 Thievery check (standard action).
That triggering tile becomes safe.

21

10. AGITATED ROOM


Encounter Level 13 (3,925 XP)

Setup
Agitated room hazard
2 asp swarms (A)
2 living tapestries traps
Trapped false door
Acererak's tomb was built to weed out the inferior
adventurers, since his machinations require only the
best souls to be trapped by his construct at the end of
the dungeon. And one trait he wants to weed out is
the adventurers who are unwilling to stand on their
own... sometimes literally.
When the party comes to a room that wants to
force them to their knees, they have a choicestand
on their own power, or collapse to their knees and
stay down. Either way, Acererak doesn't careit's
coming to depend on the good fortunes of your
environment, like grabbing hold of the tapestries in
this area to keep standing, that he decides needs
punishing.
When the PCs enter the laboratory, read:
Rotted sofas, several thronelike chairs, small tables,
braziers, vases, and tended, chipped, even broken
urns lie in disarray about the chamber, as if
purposely tumbled and looted. Only the tapestries,
featuring weed-grown rocks and greenish scenes of
undersea life, seem to have escaped such rough
treatment.

Features of the Area


Junk: The junk of the room is difficult terrain.
After the encounter, any treasure slots assigned to this
room can be found with a DC 23 Perception check,
22

buried or locked in a chest, at the DM's option.


Tapestries: One of these tapestries conceals a
hidden door. The details of the tapestries are listed
below.
False Door: The false door on the eastern section
of the room is designed to lure the characters to dart
across the room, through the rubble, while being
bitten by aspsonly to be stabbed in the chest by a
large spear.

Tactics
While the asps in this chamber are just as docile and
prone to ignoring adventurers as the ones in the
forsaken prsion, if a party member enters the agitated
room, the trap will toss all of the snakes into the air,
causing them to become angry and attack whoever
they can find.
And while they aren't necessarily intelligent, their
sense of smell is good enough to make sure that they
never approach within 2 squares of the tapestries on
the walls.
Asp Swarm
Level 12 Brute
Medium natural beast (swarm)
XP 700
Initiative +10
Senses Perception +6; darkvision
Swarm Attack aura 1; the asp swarm makes a basic attack
as a free action against each enemy that begins its turn in
the aura
HP 145; Bloodied 72
AC 25; Fortitude 23, Reflex 25, Will 25
Resist 10 poison, half damage from melee and ranged
attacks; Vulnerable 10 against close and area attacks
Speed 6, climb 6
M Venomous Swarm (standard; at-will) Poison
+15 vs. AC; 2d6 + 4 damage, and ongoing 5 poison
damage (save ends).
Alignment Unaligned
Languages
Skills Stealth +15
Str 12 (+7)
Dex 19 (+10)
Wis 10 (+6)
Con 15 (+8)
Int 2 (+2)
Cha 14 (+8)

Trapped False Door


Level 10 Minion
Trap
XP 125
This door has a spring launch mechanism. Opening the
door spikes a spear out at whoever is standing near it. The
spear retracts and resets if the door is closed again.
Trap: When the trap is triggered, a spear launches at any
creature standing in front of the door.
Perception
Characters can't use Perception to detect this trap.
Trigger
When a creature opens the door, the trap attacks.
Attack
Immediate Reaction
Melee 1
Target: The creature who triggered the trap.
Attack: +15 vs. AC
Hit: The target takes 5d8 damage.
Miss: Target shifts 1 square away from the door.
Countermeasures
An adjacent character can trigger the trap with a DC 15
Thievery check (standard action). The spear misses.
An adjacent character can disable the trap with a DC 20
Thievery check (standard action). The door becomes
safe.
The trap only resets if the door is closed.
Living Tapestries
Level 13 Lurker
Trap
XP 800
These brown and green tapestries will react violently if
torn or attackednot that it's easy to figure that out.
Trap: When the hazard activates, a wave of green slime
and brown mold fill the area where the tapestries were.
Perception
DC 17: The character notices that the brown and green
fabrics are all one piece of intergrown living material.
Additional Skills: Dungeoneering, Nature
DC 22: The true nature of the tapestries are revealed.
Trigger
When the tapestries are torn in any way, the trap
activates. The tapestries are torn by a character using
them to avoid falling prone from the agitated room trap.
Attack
Immediate Reaction
Melee 1
Target: The triggering creature
Attack: +16 vs. Reflex
Hit: 4d8 + 6 acid damage.

Effect: The living tapestries create a zone that will last until
the end of the encounter filled with green slime. Any
creature that enters or starts its turn in the area takes
3d10 + 6 acid damage.
Countermeasures
Handling the tapestries gentlysuch as carefully
removing them from the ceiling and handling them in a way
that wouldn't tear a normal piece of frail cloth doesn't
activate the trap.
If a character burns the tapestry, the trap attacks all
adjacent squares and disintegrates: +16 vs. Fortitude; 4d6 +
10 cold damage.
Agitated Room
Level 13 Obstacle
Hazard
XP 800
The floor of the room tosses its contents about in a constant
flurry of movement, scattering the junk on the floor.
Hazard: The entire room is set to toss and knock down any
character who dares stand in it.
Perception
DC 17: The character notices all of the junk on the floor
appears to be facing roughly the same direction, as if
tossed on a platter.
Trigger
The room attacks on the highest character initiative, so
long as there are PCs in the area.
Attack
Opportunity Action
Area the entire room
Target: Creatures in the area
Attack: +14 vs. Reflex
Hit: 2d10 damage, the target slides 1 square and falls
prone. If the creature is already prone, it takes no damage
but its turn ends immediately.
Countermeasures
With a DC 22 Acrobatics check and a move action, a
character can avoid the trap on its next attack.
A character can grab hold of a tapestry to remain
standing, automatically avoiding taking damage or falling
prone (or so they think; see the living tapestries trap).

23

11. HALL OF SECRETS


Encounter Level 12 (3,550 XP)

Setup
1 false floor pit trap
2 trapped false door traps
1 sleeping corridor trap

Acererak has always had a penchant for rewarding


bravery... but too much bravery can eliminate
chances for survival. Eventually, the party must learn
that behind every door is, potentially, instant death,
and behave appropriately.
Of course, patience, altruism and kindness are
also the virtues Acererak hopes to acquire through the
tomb's machinations. To that end, he has captured a
sirena beautiful, winged womanand she can only
be released if the party chooses to free her over a
bounty of treasure.
When the PCs enter the
siren's chamber, read:
The room is obscured with
silver mist, with gold fog
streamers. Barely visible in
the center of the chamber, on
a raised platform, is a naked,
winged woman, sitting with a
large bag on her lap.

Features of the Area


Northern One-Way Door:
The one-way door at the
northern section of the map is
built of impenetrable
adamantine, but has three
vertical slots at waist height. If
three swords are inserted into
it, it opens and closes 5 rounds
later.
Secret One-Way Door:
This door is only marked as a
secret doorin fact, a door
frame and wooden door are
clearly visible. However,
when they are opened, the PCs
see only a blank brick wall.
24

This wall is the secret door, requiring a DC 21


Perception check to locate and open.
Trapdoor: This trapdoor requires a DC 21
Perception check to locate, leading into the tunnel
shown on the map.
False Floor Pits: Only the floor pit at the
intersection of the corridors is active at firstthe
other activates if the PCs open any of the three doors
near the pit.
Siren: The siren will converse with the PCs, ask
about their successes in the tomb, but she has no
information of her own to provide. If they touch the
bag on her lap, she disappears; if they ask her to go
with them, the bag disappears and she proves a loyal
follower and friend to her death.
The bag contains 10 platinum coins, 900 gold
coins, and 1,000 silver coins.
Sleeping Corridor
Level 12 Warder
Trap
XP 700
A cloud of sleeping gas washes over the corridor, knocking
out everyone in its path.
Trap: When the trap is triggered, a gas washes over the
corridor, and activates the stone juggernaut.
Perception
DC 22: A check of this result allows a PC to realize that
they feel slightly fatigued near the door's entrance.
Trigger
When a creature opens the door, the trap attacks anyone
in the passage immediately south of the gas, which also
activates the stone juggernaut trap, below.
Attack
Immediate Reaction
Melee 1
Target: Characters in the passage south of the sleeping gas.
Attack: +14 vs. Fortitude
Hit: The target is slowed (save ends). If the target fails its
first saving throw against this power, the target becomes
unconscious (save ends).
Miss: The target is slowed (save ends).
Stone Juggernaut
Trap

Level 15 Elite Blaster


XP 2,400

When triggered, a huge creature resembling a stone


elephant balancing on a giant stone rolling pin emerges
from the sleeping gas, mindlessly beginning to roll down
the passage, crushing everything in its path.
Trap: When the sleeping corridor trap is activated, a stone
juggernaut begins rolling down the passage, and it twists
and turns until it meets the one-way door to the south of
these corridors.
Perception
Characters cannot use Perception to detect this trap.
Initiative +4
Trigger
When a creature opens the door, the stone juggernaut
moves down the corridor toward the one-way entrance
on its initiative.
Attack
Standard Action Area trample attack in squares entered
by the stone juggernaut
Trample: Each turn, the stone juggernaut shifts 8 squares
and enters enemies' spaces. The stone juggernaut can end
its move in an occupied space. Creatures in the
juggernaut's space at the start of their turn have cover
and can act normally. When it enters an enemy's space,
the stone juggernaut makes a trample attack. If a creature
enters a square of the juggernaut's space, the juggernaut
makes a free trample attack.
Trample Attack: +17 vs. Reflex
Hit: 3d10 + 6 damage, and the target is knocked prone. If
the target is unconscious, the stone juggernaut coup de
grace's the target as part of its trample instead of dealing
normal damage.
Miss: Half damage, and the target is not knocked prone.
Countermeasures
A character adjacent to the stone juggernaut can stop it
with a DC 25 Athletics check. This provokes a trample
attack, and the character's Athletics check fails if the
stone juggernaut's trample attack hits.
An adjacent character can attack the juggernaut to try
and break it before it hits the party (AC 4; Fortitude 12;
Reflex 4; hp 80)
An adjacent character can delay the trigger with a DC 24
Thievery check as an immediate interrupt.
False-Floor Pit
Trap

Level 9 Minion
XP 100

A covered pit is hidden in the corridor. Flagstones are built


on a rotating axis, rigged to drop a creature into a 50-footdeep pit before slamming back to its concealed position.
Hazard: A 2-by-2 section of the floor hides a 50-foot
spiked pit.
Perception
DC 20: The character notices the false stonework.
Trigger
The trap attacks when a creature enters one of the trap's
four squares.
Attack
Immediate Reaction
Melee
Target: The creature that triggered the trap.
Attack: +12 vs. Reflex
Hit: Target falls into pit, takes 5d10 damage plus ongoing 5
poison damage (save ends), and falls prone.
Miss: The target returns to the last square it occupied and
its move action ends immediately.
Countermeasure
An adjacent character can trigger the trap with a DC 9
Thievery check (standard action). The trap swings open
briefly, then shuts.
An adjacent character can disable the trap with a DC 20
Thievery check (standard action). The floor becomes
safe.
A character who makes an Athletics check (DC 11, or
DC 21 without a running start) can jump over the pit.
A character can climb Athletics checks (DC 20) as a
move action. Since the pit is 10 squares deep, and most
characters climb at one-half their speed, it might take
several rounds for someone to escape a pit.
Trapped False Door
Level 10 Minion
Trap
XP 125
This door has a spring launch mechanism. Opening the
door spikes a spear out at whoever is standing near it. The
spear retracts and resets if the door is closed again.
Trap: When the trap is triggered, a spear launches at any
creature standing in front of the door.
Perception
Characters can't use Perception to detect this trap.
Trigger
When a creature opens the door, the trap attacks.
Attack
Immediate Reaction
Melee 1

Target: The creature who triggered the trap.


Attack: +15 vs. AC
Hit: The target takes 5d8 damage.
Miss: Target shifts 1 square away from the door.
Countermeasures
An adjacent character can trigger the trap with a DC 15
Thievery check (standard action). The spear misses.
An adjacent character can disable the trap with a DC 20
Thievery check (standard action). The door becomes
safe.
The trap only resets if the door is closed.
Siren
Level 12 Controller
Medium fey humanoid
XP 700
Initiative +10
Senses Perception +10; darkvision
HP 114; Bloodied 57
AC 26; Fortitude 20, Reflex 24, Will 26
Immune charm,
Speed 6, fly 6
M Dagger (standard; at-will) Charm
+20 vs. AC; 1d4 + 7 damage.
r Charming Song (standard; at-will) Charm
Ranged 10; +16 vs. Will; the target takes a -2 penalty on
attack rolls against the siren (save ends). Failed save: the
target cannot attack the siren, and melee or ranged
attacks against the siren automatically hit the target
instead if it is adjacent to the siren. The effect lasts until
the siren or one of its allies attacks the target or until the
siren dies.
If the target is still under the effect of this power at
the end of the encounter, the siren can sustain the effect
indefinitely by singing to the target once per day. The
siren can affect only one target at a time with its
charming song.
r Song of Control (standard; at-will) Charm
Ranged 10; +16 vs. Will; the target is dominated until
the end of the siren's next turn.
Alignment Good
Languages Elven
Skills Athletics +11, Nature +15, Stealth +15
Str 11 (+6)
Dex 18 (+10)
Wis 19 (+10)
Con 10 (+6)
Int 15 (+8)
Cha 22 (+12)

25

12. THRONE ROOM


Encounter Level 12 (3,500 XP)

Setup
Gem of cursed wishing
Tomb mummy guardian
Cursed crown puzzle
Acererak was once a very powerful, vain spellcaster
who considered himself a king; he makes sure that
anyone who manages to venture into his throne room
sees it. However, just because the party has arrived
closer to Acererak's actual nature and original
furnishings, doesn't mean they should be any less on
their guard.
When the PCs enter the throne room, read:
This broad stone chamber is filled with pillars every
five feet, which seem decorative since they are
unneeded to support the building. The walls have
been painted with frescoes of tieflings and devils
working side-by-side as tyrants over a human
populace... and to the south, there is a raised dais
with a throne, over which the fresco turns into a
massive painting of a grinning cambion lich,
obviously filled with satisfaction in his power. On the
throne itself is an extremely valuable looking scepter
and crown. Directly in front of you on the ground is a
blast area, where a number of charred bones and
skulls radiate around an empty area. There is quite a
bounty of adventuring gear, weapons, and coinpurses amongst the burnt debris.
When the PCs approach the throne, read:
A stark black dais holds an obsidian throne inlaid
with silver and decorated with ivory skulls. A crown
and scepter rest upon the throne. The crown is
26

golden, while the scepter has a silver end, and one of


gold.
When the PCs enter the east antechamber, read:
A large wooden sarcophagus rests upon a low stone
table. Broken and looted chests, urns, and coffers are
scattered about on the floor

Features of the
Area
Ceiling: The ceiling
of this room is 30 feet
high.
Charred Remains:
This large section of
ground houses the charred
remains of the last
adventurers to brave the
tomb. The treasure parcel
for this area is among the
bodies, as well as the gem
of cursed wishingwhich
appears to only be a huge,
well-cut jacinth, easily
worth 5,000 gp, if not
more.
Crown and Scepter:
The crown is listed below
as a magic itemin fact,
while the scepter is the
specific key to several
magical effects (to the
throne, and the crown), it
is itself not magical.
Characters in possession
of the crown and scepter
outside of the tomb will
be plagued by mummies

until they are returned to at least the hill.


Pillars: Any character who touches a pillar is
affected by a curse that levitates them until they
bounce gently against the ceiling. Remove Affliction
can drop a character back to the groundhowever,
over the course of a short rest, floating characters will
drift either northwest or northeast (whichever is
closer) into the mouth of the green or blue devil faces
(respectively) described below, unless otherwise

stopped.
The pillars provide cover from any character not
adjacent to them, and for any character adjacent but
diagonal on the grid from them.
Blue Devil Face: A mosaic of the devil face at the
tomb entrance, except in blue, is high toward the
ceiling. Any character who drifts within 1 square of
this corner of the map (while levitating) will be
sucked into the face and deposited in the prison area
of room 13.
Green Devil Face: A mosaic of the devil face at
the tomb entrance is high toward the ceiling. Any
character who drifts within 1 square of this corner of
the map (while levitating) will be sucked into the
face, and appear at the top of the tomb's hill, with his
equipment going to Acererak's crypt.
Sarcophagus: The sarcophagus contains an inert,
true mummy (not an undeadmerely a mummified
human). Stuck in its eye socket is a ruby of
exceptional quality (worth 5,000 gp). If the ruby is
removed, the mummy reanimates as a monster and
attacks the party.
Throne: The throne conceals (DC 22 Perception
check) a silver image of a crown inlaid in the design.
If the silver end of the scepter is touched to the silver
replica of the crown on the throne, the secret
passageway is revealed.

Cursed Crown Puzzle


While it presents no active danger to the party, the
crown if worn is a potential death trapcharacters
who touch the crown with the silver end of the
scepter while wearing the crown instantly die, and
they and their possessions turn into a pile of dust.
It should be made clear when the items are first
introduced that the crown is gold, the scepter is gold
on one end and silver on the other, and any character
who searches the throne with a DC 21 Perception
check finds the silver picture of a crownbut there
should be no other clue-giving by the DM. Through

this, the party should be able to divine on their own


that touching silver things with the silver end of the
scepter reacts positivelyand touching gold things
with the gold end also does positive things.

Crown of Gold

Level 14

This simple gold crown is little more than a circlet.


Item Slot: Head 4,400 gp
Property: Gain darkvision within area 12 of the tomb, as
well as immunity to the pillar effect, but blindness
anywhere else.
Curse: The crown can only be removed if the scepter
touches it first. The wearer receives no information
regarding how to touch the crown to the scepterif they
touch it with the silver end, the wearer instantly dies, if
they touch it with the gold end it can be removed without
trouble.
Gem of Cursed Wishing
Level 12 Minion
Trap
XP 1,400
This large crystal glows a bright, angry orange once
someone has made a wish with it, and it builds up heat for
a massive explosion even as it fulfills the wishto the best
of its evil ability.
Trap: When the trap is triggered, a wish is granted in the
most sadistic way possible, at the same time that the
crystal itself explodes.
Perception
Characters who use a short rest to examine the gem find
out only that it grants any wish spoken out loud while
being held, once per week.
Trigger
The trap activates when someone holds it up and makes a
wish with it.
Attack
Immediate Reaction
Close burst 1
Target: Creatures in the effected area.
Attack: +15 vs. Reflex
Hit: The target takes 10 ongoing fire damage, is pushed 3
squares, knocked prone, and dazed (save ends).
Miss: Half damage, and the target is pushed 1 square and
knocked prone.
Effect: The gem will grant any wish requested of it, but at
the very least it will twist around the wish to cause only

torment to the wisher and anyone mentioned in the wish,


and at its worst it will completely cast the intent and
wording of the wish aside to cause havoc. For instance,
wishing for protection of everyone in the town of
Fallcrest might cause everyone in town to become
encased in stone sarcophogivery effectively protecting
them indeed. Wishing for a powerful magical weapon
might create a +1 magical shortsword sticking clean
through the wisher's lungs.
In any case, the typical damage dealt by one of these wishes
is about 30 damage. The wish might create magnificent,
far-reaching effects (up to DM purview), but generally,
they are all negativeor their positives are minimized.
In the above example, a powerful magic weapon is
granted in the form of a +1 magic shortsword through
the chestwhich, even if it didn't kill, is still the weakest
form of magic weapon avail
Tomb Mummy Guardian
Level 12 Brute
Medium natural humanoid (undead)
XP 700
Initiative +6
Senses Perception +10; darkvision
Despair (Fear) aura 5; enemies within the aura take a -2
penalty to attack rolls against the tomb mummy guardian
HP 150; Bloodied 75
Regeneration 10 (if the tomb mummy guardian takes
radiant damage, regeneration doesn't function on its next
turn)
AC 24; Fortitude 22, Reflex 20, Will 21; see also despair
above
Immune disease, poison; Resist 5 necrotic; Vulnerable 5
fire
Speed 5
M Rotting Slam (standard; at-will) Disease, Necrotic
+15 vs. AC; 2d8 + 4 necrotic damage, and the target
contracts level 12 mummy rot
Alignment Unaligned
Languages Common
Str 18 (+10)
Dex 16 (+9)
Wis 14 (+8)
Con 20 (+11)
Int 8 (+5)
Cha 18 (+10)

27

13. CELL OF DESPAIR


Encounter Level 13 (4,000 XP)

Setup
8 crossed swords and shields (S)
Acererak's prison, with a supply of fresh, harmless
water, exists to keep characters alive long enough to
starve to death in the northernmost chamber. The area
has been enchanted so that all of the war trophies on
his walls will animate and attack anyone either trying
to enter the prison from the southor, of course,
trying to escape it. There are no locked doors in the
area, only brutal slaughter.
When the PCs enter the prison area, read:
Water spills from a large basin and flows off onto a
sodden floor strewn with decayed bones and rotting
equipment. Hieroglyphs are carved into the face of
the northern wall. A number of skeletons of former
adventurers, their gear strewn through the area, can
be found here.
When the PCs approach the open area, read:
This broad stone chamber contains many martial war
decorations, which consist of crossed swords over
round shields. Sections of the floor, by the entrances
and exits, are covered with five-foot-wide rune tiles,
and the faint sound of running water comes from the
north.

Features of the Area


Skeletons: Any treasure parcels for this room can
be found amongst the bodies in the northernmost area
of the cell of despair.
Fountain: Strewn in the bottom of the fountain
28

and amongst the bones immediately surrounding it


are piles of goods. This is the best place to insert any
treasure parcels for this area.
Rune Floor: These floors are absolutely
meaningless, merely a distraction to keep players
occupied from their already dangerous trek across the
room.
Hieroglyphs: Anyone who can translate the
Supernal writing will find the following words: You
who dared to violate my tomb now pay the price. Stay
here and die slowly of starvation, or open and enter
the door to your south where certain but quick death
awaitswhichever you choose, know that I, Acererak
the Eternal, watch and scoff at your puny efforts and
enjoy your death, heroes.

Tactics
If the room is entered by any creature from the south,
one set of swords and shield will fly off the wall,
attacking the character. One additional set will fly off
the wall for each additional character. The count will
continue if the character flees the chamber and enters
againif one creature enters, summons forth a set of
swords and shield, flees, and comes back, two sets
will be summoned forth.
If any character passes through the doorway to the
north, all of the swords and shields attack at once, but
cease their assault once the character flees.
8 Crossed Swords and Shields
Level 10 Skirmisher
Small natural animate (construct)
XP 500 each
Initiative +11
Senses Perception +12; darkvision
HP 109; Bloodied 54
AC 24; Fortitude 23, Reflex 22, Will 20
Immune disease, poison
Speed fly 7 (hover); see also elusive swift
M Bleeding Slash (standard; at-will) Weapon
+15 vs. AC; 1d8 + 5 damage, and ongoing 5 damage
(save ends).
m Dancing Swords (standard; at-will) Weapon

Must be flanking target with another crossed sword and


shield; +13 vs. Will; the target is dazed (save ends both).
Combat Advantage
A crossed sword and shield deals 1d6 extra damage on
attacks against any target it has combat advantage
against.
Elusive Shift (move; at-will)
The crossed sword and shield shifts 2 squares. Enemies
lose combat advantage against the crossed sword and
shield and cannot regain combat advantage against it
until the start of its next turn.
Alignment Unaligned
Languages
Skills Stealth +14
Str 17 (+8)
Dex 18 (+9)
Wis 15 (+7)
Con 21 (+10)
Int 1 (+0)
Cha 1 (+0)

Aftermath
Once the animated
swords have been
defeated, the party
can make use of all
the gear in the
northern area
enough to equip
any party members
who have been
stripped of gear
with mundane gear.
Of course, there are
also some other
treasures,
depending on what
the DM has
assigned to this
chamber as a
treasure parcel.

Encounter Level 11 (2,950 XP)

(DC 21 Perception to notice). The door has a


hemispherical concavity inlaid with gold, with a
bronze keyhole for a cylindrical key.

Setup

Features of the Area

14. FALSE TREASURY


1 blood-filling chamber trap
1 toxic fume hazard
Door opening puzzle
1 fire archon emberguard (A)
Acererak enjoys a good practical joke as much as the
next half-devil demilich, especially if he's on the
giving end. Most adventurers who arrive at this
treasury believe they've hit the motherlode:
unfortunately, collecting the coins in this area is
mostly a waste of time and effort. But before leaving
the room is a potentially much more dangerous and
morbid sort of joke: trying to cut down the fleshlike
mithral wall could either drown or poison Acererak's
foes, or at least distract them while the fire archon in
the room tries to kill them.
When the PCs enter the area, read:
The steps, wall, and ceiling of this treasury are each
apparently forged of a separate precious ore or
semiprecious metal. A cylindrical bronze key lies
unattended on one of the steps. A silvered ceiling
reflects a grand room with inlaid ivory and gold tiled
walls and a polished agate tiled floor. A hulking
black iron demonic sculpture rests in each corner of
the chamber, each bearing a distinctive weapon. In
addition, the chamber contains a gold filigreed
bronze urn from which issues a thin stream of smoke,
a massive pile of gold and platinum coins, and a
crushed granite sarcophagus which is plainly
inscribed with the name 'ACERERAK', written in
some sort of silvery metal.
The northwestern statue hides a hidden mithral door

Treasure Pile: This pile of treasure counts as


difficult terrain. It looks to be made of gold, silver,
and platinum coins, and if counted is worth 22,200
gold in 2,200 platinum coins, 20,900 gold coins, and
11,100 copper coins. In fact, each coin is enchanted
to look a grade higher so long as the coins are within
13 miles of the tombit's worth 4,400 gp with 2,200
gold coins, 20,900 silver coins and 11,100 copper.
Moving the coins will prove difficult, since the
pile is 684 pounds, and is enough coins to fill two
chests, four sacks, or two crates.
Antimagic Field: Powers from the arcane and
divine power sources take a -2 penalty to all attacks
made in the area, and deal half damage.
Bronze Key: The bronze key is cylindrical, and is
enchanted so that any character who picks it up is
attacked: +14 vs. Will; the target drops the key and
has an irrational fear that prevents them from ever
coming within 1 square of the key ever again.
Bronze Urn: If the stopper to this urn is removed,
a fire archon will come forth. If the urn is battered,
knocked about, shaken, overturn, and so on before the
stopper is removed, the archon will be in a rage and
attackotherwise, it will thank the party and offer
them three services within its power before it departs.
Granite Sarcophagus: This huge outer shell has
been shattered in and crushed, filled with bits of
bones, broken jewelry, torn robes, and the pieces to a
former staff of the magi. The only thing of worth in
the sarcophagus is the lettering, made of platinum
(worth 1,000 gp if pried out). A shattered skull will
roll out of the contents are examined.
Iron Statues: If western statue is moved (DC 21
Strength check), the western one reveals a concealed
mithral door in the extravagant walls.

Mithral Doors: The details of how to open this


door are included in the blood-filling chamber trap.
The lock isn't actually mechanical, but magical, and
can't be picked. If it's nicked or scratched, it shows a
blood red tint; if cut, the blood-filling chamber trap
begins.
Blood-Filling Chamber
Level 11 Elite Blaster
Trap
XP 1,200
When the door is slashed with a blade, the spot where the
wall was struck begins to spew a fountain of blood into the
room.
Trap: The sealed chamber fills with blood when the
mithral door is struck.
Perception
DC 21: The door turns blood-red if struck, and bleeds
slightly if nicked.
Initiative +2
Trigger
The trap is triggered when a character deals damage to
the wall with some sort of slashing weapon. Roll
initiative. On the trap's initiative, the blood begins to
pour from the slice in the wall.
Attack
Standard Action
Area the whole room
Target: On the trap's initiative, the blood level in the room
rises. Raising the blood has the following effects each
round.
Round 1No effect on Medium creatures. The room is
considered difficult terrain for Small creatures.
Round 2The room is difficult terrain for Medium
creatures. Small creatures must swim.
Round 3All creatures must swim.
Round 4The room is fully filled with blood. All
creatures are considered to be swimming underwater.
Countermeasures
An adjacent character can delay the trigger with a DC 21
Heal check.
An adjacent character can put the scepter from room 12
into the mithral door's key hole. The gold ball opens the
door, while the silver end will teleport the holder to the
top of the tomb's hill and their equipment to room 15.
Inserting either the gold or bronze key deals 3d8 + 5
electricity damage and 4d10 + 5 electricity damage

29

(respectively) to the key wielder.


An adjacent character can stem the flow of the blood into
the room for 1 round by holding the wound's edges shut
with a DC 21 Strength check. For each round that the
wound is held closed, blood still flows in but at a slower
rate. For each round that the wound is held closed, the
blood does not rise. For every 3 rounds of being closed
that accumulates, the blood rises one level as though a
round passed.
Cold powers to the door stops the flow of blood for 3
rounds. Fire powers to the blood or door cause the blood
to begin boiling into a toxic gas (see toxic fumes hazard,
below)
It will take two healing surges worth of healing powers
to make the door stop bleeding. The Heal skill doesn't
work for this effect. This doesn't remove the blood
already in the room.
Toxic Fumes
Level 10 Blaster
Hazard
XP 500
When this magical blood is ignited, it explodes violently
into a plume of toxic fumes that fill the chamber.
Hazard: When the hazard is triggered, the room is attacked
by a toxic fume once.
Perception
DC 20: The character senses that this blood seems oddly
light, dry, and potentially flammable.
Characters automatically sense the danger if the archon is
free; flecks of blood strike it and turn into foul-smelling
greenish smoke.
Trigger
The toxic fumes rolls initiative if the blood is attacked by
any sort of fire damage. It rolls initiative and attacks
each round on its turn.
Attack
Standard Action
Area the room
Targets: Creatures in area
Attack: +11 vs. Fortitude
Hit: Ongoing 10 poison damage (save ends).
Miss: Ongoing 5 poison damage (save ends).
Fire Archon Emberguard
Level 12 Brute
Medium elemental humanoid (fire)
XP 700
Initiative +12
Senses Perception +13

30

Ember Cloud (Fire) aura 1; any creature that begins its


turn in the aura takes 5 damage.
HP 151; Bloodied 75
AC 24; Fortitude 21, Reflex 22, Will 18
Immune disease, poison; Resist 30 fire
Speed 8
M Greataxe (standard; at-will) Fire, Weapon
+13 vs. AC; 1d12 + 3 damage (crit 2d12 + 15) plus 1d10
fire damage.
m Immolating Strike (standard; recharge 456) Fire,
Weapon
+13 vs. AC; 1d12 + 3 damage (crit 2d12 + 15) plus 1d10
fire damage, and ongoing 5 fire damage (save ends).
Alignment Chaotic evil
Languages Primordial
Str 17 (+9)
Dex 22 (+12)
Wis 14 (+8)
Con 21 (+11)
Int 14 (+8)
Cha 12 (+7)
Equipment plate armor,
greataxe

Aftermath
It is here that the party can finally make their way
into Acererak's true crypt. After having opened the
mithral door, the party can make a simple Perception
check (DC 21) to find a trapdoor, leading down into
Acererak's tomb. However, the trap door is
impenetrable to anything but being opened by the
golden key.

15. ACERERAK'S CRYPT


Encounter Level 15 (6,400 XP)

Setup
1 Acererak construct (A)
Crushing tomb
1 Cadaver golem (G)
Acererak's actual tomb is a more traditional crypt,
sealed away with traditional brick and mortar,
protecting Acererak's bones from adventurersor the
other way around.
The entire area is described as one piece, though
there are several antechambers on the map. It is up to
the DM discretion to describe the frescoes and nature
of each area.
When the PCs enter the tomb passage, read:
At the bottom of the staircase is a simple, narrow
stone hallway with no visible doors, 20 feet long and
10 feet wide. It has an arched ceiling with a 25 foot
peak, and there is a small depression a few inches
deep and two feet wide in the center of the floor, with
a keyhole in its center.
The map below has the keyhole drawn on the map as
a black dot at the base of the stairs, but this is as a
reference point: the room the party is in is not on the
map. Only by inserting the proper key and turning it
properly does this room get crushed into the ceiling
(potentially killing party members) and the stairwell
then leads to the area drawn below, which has no
keyhole.

Features of the Area


Altar: The altar in the southern treasure room
contains a variety of ancient foodstuffslong since

molded over cheeses, thousand year old wines (worth


3,000 gp), and stoppered jars with ancient, possibly
forgotten, spices. Despite their old condition, it is
entirely possible for a hungry (and brave) party to eat
their fill off of the altar's supplies.
Coffin: The large stone coffin in the northern part
of the crypt is covered in a thick layer of dust and
bone shards. Sitting on the top of the pile is a gemencrusted skull (the demilich construct).
Keyhole: When the golden key is inserted into
the keyhole, the key will explode violently,
destroying the key: close burst 1; +16 vs. Reflex;
3d10 + 5 fire damage. Miss: Half damage.
If the bronze key is inserted in the keyhole, it will
only function if turned to the right three times in
succession, at which point the floor will shake, and
the room will rapidly begin to rise toward the ceiling.
All characters in the western half of the hallway must
succeed on a DC 19 Athletics check, or be crushed
against the ceilingtaking 5d10 damage per round,
but a DC 24 Acrobatics check can let them escape
once so crushed.
When the dust settles, the hallway has been
replaced with... an identical hallway, except that
when characters search the western wall, a DC 19
Perception check reveals stonework which can be
pulled and picked away with 1 hour of labor.
Stone Walls: The stone walls in the crypt,
marked by rubble, can be destroyed with 1 hour of
hard labor by a party of 5 adventurers.
Treasure: There are two piles of treasure in the
true tomb. It is up to the Dungeon Master to decide
how chamber 15's treasure should be distributed
between these two piles.

Tactics
The skull, while lethal, is not actually a demilich, it is
merely a facsimile construct designed to further one
of Acererak's greater machinations. The real demilich
resides in his Fortress of Conclusion in the

Shadowfell, hoping to merge his consciousness with


the fabric of darkness itself... but that is a story for
another adventure.
If a creature touches the treasure in the room but
hasn't touched the skull, dust will rise to form a
ghostlike figure, being controlled by Acererak
himself, which will threaten the party but will not
actually attack. In fact, it cannot attack, and will
dissipate after a short rest of ignoring itbut if the
party damages it, it solidifies into a cadaver golem.
Until it forms, it cannot take damage.
If the skull is touched, it rises into the air,
unleashing twin rays. It uses soul drain and soul
shriveling pulse at each opportunity, positioning itself
to target as many creatures as possible. The construct
does not fear destruction and fights until eliminated.
It does not follow the party out of the crypt.
Cadaver Golem
Level 12 Elite Brute
Large natural animate (construct)
XP 1,400
Initiative +6
Senses Perception +5; darkvision
HP 228; Bloodied 114; see also assimilate flesh
AC 26; Fortitude 27, Reflex 22, Will 25
Immune disease, poison, sleep
Saving Throws +2
Speed fly 6; can't shift
Action Points 1
M Slam (standard; at-will)
Reach 2; +15 vs. AC; 2d8 + 5 damage, and the target is
dazed (save ends).
m Double Attack (standard; at-will)
The cadaver golem makes two slam attacks.
m Assimilate Flesh (free, when an adjacent enemy
becomes bloodied or is reduced to 0 hit points or fewer;
at-will) Healing
Targets the triggering enemy; +13 vs. Fortitude; 2d12 +
5 damage, and the cadaver golem regains 57 hit points.
Alignment Evil
Languages Common
Str 20 (+11)
Dex 10 (+6)
Wis 8 (+5)
Con 22 (+12)
Int 12 (+7)
Cha 10 (+6)

31

Acererak Construct
Level 13 Solo Soldier
Tiny natural animate (homunculus, undead)
XP 4,000
Initiative +9
Senses Perception +13; darkvision
Intruding Terror (Fear) aura 2; enemies within the aura
take a -2 penalty to attack rolls
HP 600; Bloodied 300; see also consume soul
AC 28; Fortitude 29, Reflex 26, Will 25
Immune disease, poison; Resist 10 necrotic, 10 psychic;
Vulnerable 5 radiant
Saving Throws +5
Speed fly 10 (hover)
Action Points 2
R Shadow Ray (standard; at-will) Necrotic
Ranged 20; +18 vs. Reflex; 2d8 + 6 necrotic damage.
r Twin Rays (standard; at-will) Necrotic
The Acererak construct makes two shadow ray attacks.
r Drain Soul (standard, at-will)
Ranged 5; does not provoke opportunity attacks; +18 vs.
Fortitude; the target is dazed and restrained (save ends
both). First Failed Saving Throw: The target is instead
stunned and restrained (save ends both). Second Failed
Saving Throw: The target dies, its body crumbles to dust
on the end of the target's next turn, and its soul is trapped
in one of the Acererak construct's soul gems until the
construct is destroyed; see also consume soul. If the skull
is destroyed, each creature trapped in a gem is targeted
by an attack: +18 vs. Will; the soul is destroyed. On a
miss, the soul remains intact but is trapped in a gem, and
glows with a faint inner light and reveals an image of a
tiny figure inside. This gem can be used as part of the
Raise Dead ritual, reducing the component cost by half.
A target whose soul is destroyed can still be brought
back by the Raise Dead ritual.
c Soul Shriveling Pulse (immediate reaction, when a
creature fails a saving throw against drain soul; at-will)
Fear, Necrotic
Close burst 5; +18 vs. Will; 2d6 + 4 necrotic damage,
and the target takes a -2 penalty to saving throws (save
ends).
Consume Soul (minor; expends a trapped soul; recharge
6) Healing
The Acererak construct regains 150 hit points.
Soul Gems

32

The Acererak construct's four soul gems can each hold


the soul of one of its victims. At the beginning of an
encounter, the soul gems contain one soul. Crushing the
gem after the construct is defeated releases the soul to
the Shadowfell.
Alignment Evil
Languages
Str 14 (+8)
Dex 17 (+9)
Wis 14 (+8)
Con 18 (+10)
Int 12 (+7)
Cha 22 (+12)

Aftermath
This ends the expedition to the Tomb of Horrors. We
hope you and your players will have found it
exciting, challenging, and rewarding.

33

Initiative

DEX

WIS

18
1/4 HP

36
1/2 HP

Intimidate
Nature
Perception
Religion
Stealth
Streetwise
Thievery

8
16
11
9
5
8
5

Endurance

Insight

Dungeoneering

11

16

Diplomacy

13

Heal

Bluff

History

Athletics

Arcana

18

Acrobatics

SKILL NAME

DEX

CHA

DEX

INT

WIS

WIS

CHA

WIS

INT

WIS

CON

WIS

CHA

CHA

STR

INT

DEX

11

11

11

11

11

ABIL MOD
+ 1/2 LVL

SKILLS

CURRENT CONDITIONS AND EFFECTS

RESISTANCES

MISC

Gender

11

SURGES/DAY

-1

n/a

-1

n/a

n/a

n/a

n/a

n/a

n/a

n/a

-1

n/a

n/a

n/a

-1

n/a

-1

ARMOR
PENALTY MISC

USED

CURRENT SURGE USES

TRND
(+5)

SURGE VALUE

Class

Cleric

AC

DEFENSE

FORT 15

REF

DEFENSE

CLASS

CLASS

CLASS

FEAT

FEAT

FEAT

MISC

MISC

MISC

MISC

Deity

MISC

MISC

MISC

MISC

Avandra

ACTION POINTS
1
2
3

ENH

ENH

ENH

ENH

Speed

AC

vs

CLASS

PROF

FEAT

FEAT

ABIL

FEAT

FEAT

WEAPON OR POWER

MISC

Ritual Caster - Master and perform rituals


Healing Word - Use healing word as an encounter (special)

Common, Elven

Page 1

LANGUAGES KNOWN

against undead

Undead Ward - Turn undead creates a zone

Restful Healing - Maximize healing between encounters

Heal checks

Combat Medic - Stabilize the dying as minor action, +2 to

Purifying Light - +1 on attack rolls with radiant prayers


damage (save ends)

pushed Cha squares

Greater Turning - On a miss with turn undead, target is

Spirit Speaker - Speak with spirits grants skill bonus to ally

Avandra's rescue

action, foe within 5 takes your level in ongoing radiant

Radiant Action - When you spend action point to take

natural 19 or 20

Illuminating Attacks - Radiant powers score critical hit on

Ritual Casting - Gain Ritual Caster as a bonus feat.

Avandra's Rescue - Use Channel Divinity to invoke

1/day

power; minor action.

spirit's fangs or spirit's shield 1/encounter, speak with spirits

1d4+1

1d4

1d8

DAMAGE

MISC

MISC

healing powers.

ENH

MISC

MISC

MISC

Spirit Talker - Shaman: Nature skill, call spirit companion,

FEATS

Unarmed (Range)

Unarmed (Melee)

Mace

BASIC ATTACKS

ABIL

ENH

ENH

ENH

11

16

SKILL BONUS

MISC

Healer's Lore - Add Wis modifier to hp healed on cleric

vs

AC

AC
vs

vs

DEFENSE

ATTACK

PROF

Melee Basic Attack - Unarmed

1d4

DAMAGE

ABILITY:

ABIL

Melee Basic Attack - Mace

1d8

DAMAGE

CLASS

DAMAGE WORKSPACE

1/2 LVL

+ 5

ABILITY:

ABIL

Melee Basic Attack - Unarmed

1/2 LVL

ATT BONUS

ABILITY:

+ 7

10 +

ATTACK WORKSPACE

Passive Perception

BASE

ITEM

10 +

-1

ARMOR

RPGA Number

Passive Insight

Melee Basic Attack - Mace


ATT BONUS

ABILITY:

BASE

SENSES

(Squares)

26,000
Total XP

PASSIVE SENSE

SPECIAL SENSES

21

26

SCORE

SPECIAL MOVEMENT

SCORE

MOVEMENT

Adventuring Company

Band of the Hand

Epic Destiny

Player Name

or other power; encounter.

Channel Divinity - Invoke a channel divinity class feature

CLASS / PATH / DESTINY FEATURES

Will.

Human Defense Bonuses - +1 to Fortitude, Reflex, and

power from your class.

Bonus At-Will Power - Know one extra 1st-level attack

Bonus Skill - Trained in one additional class skill.

Bonus Feat - Choose an extra feat at 1st level.

RACE FEATURES

Action Points

MILESTONES
0
1
2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

ACTION POINTS

WILL 15

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

26

DEFENSE

15

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

19

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

18

DEFENSE

15

FEAT

DEFENSES

Alignment

Good

Paragon Path

Radiant Servant

10 + ARMOR/
1/2 LVL ABIL CLASS

Weight

160 lb.

CONDITIONAL BONUSES

26

SCORE

Height

Female 6'1"

MOD + 1/2 LVL

Age

33

HEALING SURGES

DEATH SAVING THROW FAILURES


SAVING THROW MODS

Sather

-1

ABIL MOD

SECOND WIND 1/ENCOUNTER


TEMPORARY HIT POINTS

BONUS

1/2 LVL

HIT POINTS
BLOODIED

CHA
Charisma

Wisdom

CURRENT HIT POINTS

73

MAX HP

17

23

INT
Intelligence

Dexterity

Constitution

12

STR
Strength
CON

DEX

ABILITY SCORES
ABILITY

11

11

SCORE

CONDITIONAL MODIFIERS

SCORE

Size

INITIATIVE

Medium

Race

Level

Character Name

Human

11

Sather

Character Sheet

UTILITY POWERS

Milestone
Milestone

Paragon (11-20)
Epic (21-30)

Consult Mystic Sages


Cure Disease

Adventurer's Kit
Sanctified Incense (Religion)

Sather

Encumbrance: 82 / 110

Stored money:

Money on hand: 35 gp

COINS AND OTHER WEALTH

Raise Dead

Mace (E)

Remove Affliction

Delay Affliction

Gentle Repose

Brew Potion

Deathly Shroud

Hand of Fate

Speak with Dead

Discern Lies

Page 2

RITUALS / ALCHEMY

Milestone

Daily Item Powers Per Day

Symbol of Power +3 (Off-hand) (E)

Periapt of Cascading Health +2 (E)

Summoned Braidmail Armor +3 (E)

Heroic (1-10)

WAIST

RING

RING

NECK

HEAD

HANDS

FEET

ARMS

ARMOR

WEAPON

WEAPON

Ritual Book

OTHER EQUIPMENT

Mass Cure Light Wounds

Holy Lantern

Sanctuary

Blade Barrier

Weapon of the Gods

Beacon of Hope

Speak with Spirits

Solar Wrath

Break the Spirit

Command

Divine Glow

DAILY POWERS

ENCOUNTER POWERS

Avandra's Rescue

Healing Word

Turn Undead

Divine Fortune

Spirit's Shield

Sacred Flame

Lance of Faith

Gaze of Defiance

WEAPON

MAGIC ITEMS

AT-WILL POWERS
WEAPON

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

Call Spirit Companion

MAGIC ITEM INDEX

POWER INDEX

SESSION AND CAMPAIGN NOTES

COMPANIONS AND ALLIES

Birth - Prophecy
Your birth was foretold in a prophecy. What does the
prophecy say about you and about your future? Who, if
anyone, believes the prophecy? Are you trying to fulfill the
prophecy or to thwart it? The details of the prophecy might
suggest further adventures to the DM.

CHARACTER BACKGROUND

MANNERISMS AND APPEARANCE

PERSONALITY TRAITS

CHARACTER PORTRAIT

AT-WILL POWER

Standard
vs
DEFENSE

Will

TARGET

One creature

RANGE

TARGET

One creature

vs

DEFENSE

Reflex

TARGET

One creature

RANGE

Ranged 5

Shaman

ACTION
vs

DEFENSE

Reflex

PH2

TARGET

One creature

RANGE

Ranged 5

BOOK

DEFENSE

TARGET

ENCOUNTER POWER

PH

USED

TARGET

Each undead creature in burst

ENCOUNTER POWER

Cleric

Page 3

LEVEL

BOOK

PH

+1 to attack rolls against undead targets - Purifying Light.


+3 to attack rolls against undead targets - Purifying Light.
CLASS

Cleric

DEFENSE

Will

PH

RANGE

BOOK

Symbol of Power +3: +14 attack, 3d10+9 damage

CLASS

BOOK

vs

Channel Divinity: You can use only one channel divinity power per
encounter
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier (+6) radiant damage, and you push
the target a number of squares equal to 3 + your Charisma
modifier (+3). The target is immobilized until the end of your next
turn.
Increase damage to 2d10 + Wisdom modifier (+6) at 5th level,
3d10 + Wisdom modifier (+6) at 11th level, 4d10 + Wisdom
modifier (+6) at 15th level, 5d10 + Wisdom modifier (+6) at 21st
level, and 6d10 + Wisdom modifier (+6) at 25th level.
Miss: Half damage, and the target is not pushed or immobilized.

ATTACK

14

ADDITIONAL EFFECTS

LEVEL

Standard
ACTION

ADDITIONAL EFFECTS

Channel Divinity: You can use only one channel


divinity power per encounter
Effect: You gain a +1 bonus to your next attack roll
or saving throw before the end of your next turn.

ATTACK

RANGE
vs

Personal

Free
ACTION

LEVEL

Divine, Implement, Radiant

KEYWORDS

Divine

USED

AT-WILL POWER

Cleric

KEYWORDS

PHS1

Turn Undead

BOOK

Divine Fortune

AT-WILL POWER

Cleric

ATTACK

DEFENSE

BOOK

PH

TARGET

You or one ally

RANGE

Close burst 5 (10 at 11th level, 15 a

LEVEL

Cleric

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

LEVEL

BOOK

PH

Special: You can use this power twice per


encounter, but only once per round. At 16th level,
you can use this power three times per encounter.
Effect: The target can spend a healing surge and
regain an additional 1d6 hit points.
Increase the amount of additional hit points
regained to 2d6 at 6th level, 3d6 at 11th level, 4d6
at 16th level, 5d6 at 21st level, and 6d6 at 26th
level.

vs

Divine, Healing

ACTION

Minor

KEYWORDS

Healing Word

AT-WILL POWER

CLASS

USED

CLASS

LEVEL

CLASS

Cleric

ADDITIONAL EFFECTS

+1 to attack rolls against undead targets - Purifying Light.


+3 to attack rolls against undead targets - Purifying Light.

USED

Attack: Wisdom vs. Reflex


Hit: 1d6 + Wisdom modifier (+6) radiant damage,
and one ally you can see chooses either to gain
temporary hit points equal to your Charisma
modifier (+3) + one-half your level or to make a
saving throw.
Increase damage to 2d6 + Wisdom modifier (+6)
at 21st level.

ATTACK

14

LEVEL

Divine, Implement, Radiant


Standard

KEYWORDS

Sacred Flame

AT-WILL POWER

CLASS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

TARGET

ADDITIONAL EFFECTS

Symbol of Power +3: +14 attack, 1d8+9 damage

+1 to attack rolls against undead targets - Purifying Light.


+3 to attack rolls against undead targets - Purifying Light.

USED

Attack: Wisdom vs. Reflex


Hit: 1d8 + Wisdom modifier (+6) radiant damage,
and one ally you can see gains a +2 power bonus
to his or her next attack roll against the target.
Increase damage to 2d8 + Wisdom modifier (+6)
at 21st level.

ATTACK

14

BOOK

DEFENSE

Symbol of Power +3: +14 attack, 1d6+9 damage

Standard
ACTION

ATTACK

RANGE

Close burst 20

USED

Effect: You conjure your spirit companion in an unoccupied


square in the burst. The spirit lasts until you fall unconscious
or until you dismiss it as a minor action. The spirit occupies 1
square. Enemies cannot move through its space, but allies
can. When you take a move action, you can also move the
spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks,
although it lacks hit points. If a single melee or ranged attack
deals damage to the spirit equal to 10 + one-half your level or
higher, the spirit disappears, and you take damage equal to 5
+ one-half your level. Otherwise, the spirit is unaffected by
the attack.

vs

20

Conjuration, Primal

ACTION

Minor

KEYWORDS

Call Spirit Companion

Symbol of Power +3: +14 attack, 1d8+9 damage

Attack: Wisdom vs. Will


Hit: 1d8 + Wisdom modifier (+6) psychic damage,
and your allies gain a +1 power bonus to attack
rolls against the target until the end of your next
turn. If the target attacks you before the end of
your next turn, the bonus increases to +3.
Increase damage to 2d8 + Wisdom modifier (+6)
at 21st level.

ATTACK

14

ACTION

LEVEL

Divine, Implement, Radiant

KEYWORDS

Divine, Implement, Psychic

USED

KEYWORDS

Ranged 5

BOOK

Lance of Faith

Gaze of Defiance

LEVEL

Mace: +7 attack, 1d8 damage

AT-WILL POWER

Sather

DEFENSE

AC

CLASS

vs

RANGE

Ranged weapon

CLASS

ATTACK

ADDITIONAL EFFECTS

TARGET

One creature

ACTION

Standard

ADDITIONAL EFFECTS

DEFENSE

AC

RANGE

Melee weapon

Attack: Dexterity vs. AC


Hit: 1[W] + Dexterity modifier (+1) damage.
Increase damage to 2[W] + Dexterity modifier
(+1) at 21st level.
Special: Weapons with the heavy thrown property
use Strength instead of Dexterity for attack rolls
and damage rolls. Warlocks can use eldritch blast
as a ranged basic attack, and wizards can use
magic missile as a ranged basic attack.

vs

USED

Attack: Strength vs. AC


Hit: 1[W] + Strength modifier (+0) damage.
Increase damage to 2[W] + Strength modifier (+0)
at 21st level.
Special: You can use an unarmed attack as a
weapon to make a melee basic attack.

ATTACK

ACTION

Standard

Weapon

KEYWORDS

USED

KEYWORDS

Weapon

Ranged Basic Attack

Melee Basic Attack

Will

CLASS

Radiant Servant

vs

BOOK

PH

Reflex
DEFENSE

TARGET

The triggering enemy

Standard
vs

DEFENSE

Reflex
TARGET

Each enemy in blast

RANGE

Cleric

PH

DEFENSE

TARGET

Cleric

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

DAILY POWER

PH2

DEFENSE

Will

PH

RANGE

Close burst 3

BOOK

TARGET

Each enemy in burst

DAILY POWER

Cleric

Page 4

LEVEL

BOOK

PH

Symbol of Power +3: +14 attack, 0 damage


regain an additional 6 hit points.

CLASS

BOOK

ATTACK

CLASS

Shaman

USED

USED

Attack: Wisdom vs. Will


Hit: The target is weakened until the end of its
next turn.
Effect: You and all your allies in the burst regain 5
hit points, and your healing powers restore +5 hit
points until the end of the encounter.

vs

ADDITIONAL EFFECTS

LEVEL

ACTION

Standard
14

LEVEL

Divine, Healing, Implement

ADDITIONAL EFFECTS

Effect: During this turn, you gain a bonus to your


next skill check equal to your Wisdom modifier
(+6).

ATTACK

RANGE

ACTION
vs

Personal

Minor

Primal

USED

TARGET

One creature

RANGE

Symbol of Power +3: +14 attack, 0 damage

KEYWORDS

BOOK

DEFENSE

Will

KEYWORDS

vs

PH2

Ranged 10

BOOK

Attack: Wisdom vs. Will


Hit: The target is dazed until the end of your next
turn. In addition, you can choose to knock the
target prone or slide the target a number of
squares equal to 3 + your Charisma modifier (+3).

ATTACK

14

10

Beacon of Hope

LEVEL

Standard
ACTION

Speak with Spirits

ENCOUNTER POWER

CLASS

+1 to attack rolls against undead targets - Purifying Light.


+3 to attack rolls against undead targets - Purifying Light.

ADDITIONAL EFFECTS

Symbol of Power +3: +14 attack, 1d8+9 damage

Attack: Wisdom vs. Reflex


Hit: 1d8 + Wisdom modifier (+6) radiant damage.
Effect: Allies in the blast gain a +2 power bonus to
attack rolls until the end of your next turn.

ATTACK

14

ACTION

LEVEL

Charm, Divine, Implement

KEYWORDS

Divine, Implement, Radiant

USED

ENCOUNTER POWER

Shaman

KEYWORDS

CLASS

Command

Close blast 3

11

Divine Glow

LEVEL

+1 to attack rolls against undead targets - Purifying Light.


+3 to attack rolls against undead targets - Purifying Light.

Symbol of Power +3: +14 attack, 3d8+9 damage

ENCOUNTER POWER

Sather

11
ATTACK

RANGE

Melee spirit 1

ADDITIONAL EFFECTS

TARGET

Each enemy in burst

ACTION

ADDITIONAL EFFECTS

DEFENSE

RANGE

Close burst 8

Trigger: An enemy leaves a square adjacent to


your spirit companion without shifting
Attack: Wisdom vs. Reflex
Hit: Wisdom modifier (+6) damage.
Effect: One ally within 5 squares of your spirit
companion regains hit points equal to your Wisdom
modifier (+6).

vs

USED

Attack: Wisdom vs. Will


Hit: 3d8 + Wisdom modifier (+6) radiant damage.
If the target is either an undead creature or a
demon, it is also stunned until the end of your next
turn.

ATTACK

14

ACTION

Standard

Healing, Implement, Primal, Spirit

KEYWORDS

USED

KEYWORDS

Divine, Implement, Radiant

Spirit's Shield

Solar Wrath

vs
DEFENSE

Melee 1

TARGET

One ally

RANGE

USED

ACTION

vs

DEFENSE

Will

10

PH

TARGET

One creature

RANGE

Ranged 10

BOOK

USED

Cleric

ATTACK

DEFENSE

LEVEL

PH

RANGE

Melee touch

BOOK

TARGET

One held weapon

Cleric

DAILY POWER

CLASS

ADDITIONAL EFFECTS

LEVEL

BOOK

PH

USED

Effect: Until the end of the encounter, all attacks


made with the weapon deal an extra 1d6 radiant
damage. When the weapon hits an enemy, the
enemy takes a 2 penalty to AC until the end of
the weapon wielder's next turn.

vs

Divine, Radiant, Weapon

ACTION

Minor

KEYWORDS

Weapon of the Gods

ENCOUNTER POWER

CLASS

+1 to attack rolls against undead targets - Purifying Light.


+3 to attack rolls against undead targets - Purifying Light.

ADDITIONAL EFFECTS

Symbol of Power +3: +14 attack, 2d8+9 damage

Attack: Wisdom vs. Will


Hit: 2d8 + Wisdom modifier (+6) radiant damage,
and the target takes a penalty to attack rolls equal
to your Charisma modifier (+3) until the end of
your next turn.

ATTACK

14

LEVEL

Charm, Divine, Implement, Radiant


Standard

KEYWORDS

Break the Spirit

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

Channel Divinity: You can use only one channel


divinity power per encounter
Effect: Shift into the space of an adjacent ally; that
ally simultaneously shifts into your space. Your
space and your ally's space must be the same size.

ATTACK

Divine

ACTION

Move

KEYWORDS

Avandra's Rescue

vs
DEFENSE

TARGET

RANGE

Area wall 5 within 10 squares

ENCOUNTER

DAILY

RANGE

Close burst 5

PH

USED

Cleric

LEVEL

10

BOOK

ENCOUNTER

DAILY

TYPE

Neck Slot Item

QUANTITY

PH

Neck

MAGIC ITEM

ITEM SLOT

WEIGHT

PRICE

5000

BOOK

Item Slot: Neck


Power (Encounter): Minor Action. You end one
condition that a save can end.

POWER

AT-WILL

PROPERTIES

10
LEVEL

SPEED

ENHANCEMENT

CHECK

+2 Fortitude, Reflex, and Will

AC BONUS

Periapt of Cascading Health +2

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

Targets: You and each ally in burst


Effect: The targets regain hit points as if they had
spent a healing surge. Add your Charisma modifier
(+3) to the hit points regained.

AT-WILL

ACTION

Divine, Healing

Standard

KEYWORDS

Mass Cure Light Wounds

BOOK

ENCOUNTER

DAILY

RANGE

Ranged 10

1
QUANTITY

PH

TYPE

Holy Symbol

BOOK

Off-hand

MAGIC ITEM

ITEM SLOT

WEIGHT

Page 5

PRICE

13000

BOOK

AT-WILL

PROPERTIES

+3 AC

-1

-1

LEVEL

11

SPEED

ENCOUNTER

CHECK

ENHANCEMENT

AC BONUS

TYPE

Armor

QUANTITY

PH

DAILY

BOOK

Summoned Braidmail Armor +3

LEVEL

Body

MAGIC ITEM

ITEM SLOT

WEIGHT

40

PRICE

9000

BOOK

Power (At-Will): Minor Action. You banish this


armor to a secure extradimensional location. At
any point in the future, unless you are wearing
armor, you can use another minor action to recall
the armor. The armor appears on you as though
you had donned it normally.

Cleric

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

Item Slot: Off-hand

DAILY

DAILY

RANGE

POWER

ENCOUNTER

ENCOUNTER

Ranged 3

USED

Effect: You conjure a lantern that appears in 1


square within range and sheds light 5 squares in all
directions. You and allies in the light gain a +2
power bonus to Perception and Insight checks. You
can move the lantern up to your speed as a minor
action. The lantern lasts for 10 hours, but you can
have only a single holy lantern active at a time.

AT-WILL

ACTION

Conjuration, Divine

Standard

KEYWORDS

Holy Lantern

POWER

AT-WILL

When you use this symbol to deliver an effect that


a save can end, the target takes a 2 penalty to
saving throws against the effect.

PROPERTIES

12
LEVEL

SPEED

ENHANCEMENT

CHECK

LEVEL

+3 attack rolls and damage rolls

AC BONUS

Symbol of Power +3

UTILITY POWER

Cleric

CLASS

CLASS

LEVEL

ADDITIONAL EFFECTS

Cleric

10

USED

Target: You or one creature


Effect: The target receives a +5 bonus to all
defenses. The effect lasts until the target attacks
or until the end of your next turn.

AT-WILL

ACTION

Standard

ADDITIONAL EFFECTS

DAILY POWER

Sather

10

Effect: You conjure a wall of contiguous squares


filled with spinning blades of astral energy that
lasts until the end of your next turn. The wall can
be up to 5 squares long and up to 2 squares high.
The spaces occupied by the blade barrier are
difficult terrain.
If a creature enters the barrier's space or starts
its turn there, it takes 3d6 + Wisdom modifier (+6)
damage plus ongoing 5 damage (save ends).
Sustain Minor: The barrier persists.

ATTACK

ACTION

Standard

Divine

KEYWORDS

USED

KEYWORDS

Conjuration, Divine, Implement

Sanctuary

Blade Barrier

Initiative
5

1/2 LVL

18
1/4 HP

10

5
FORT 15

REF

DEFENSE

15

CLASS

CLASS

CLASS

FEAT

FEAT

FEAT

MISC

MISC

MISC

MISC

Arcana
Athletics
Bluff
Diplomacy
Dungeoneering
Endurance
Heal
History
Insight
Intimidate
Nature
Perception
Religion
Stealth
Streetwise
Thievery

6
5
16
9
4
6
4
6
4
14
4
4
6
17
14
15
Lyla

Acrobatics

15

DEX

CHA

DEX

INT

WIS

WIS

CHA

WIS

INT

WIS

CON

WIS

CHA

CHA

STR

INT

DEX

10

10

10

ABIL MOD
+ 1/2 LVL

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

FEAT

ENH

ABIL

CLASS

PROF

FEAT

ENH

ABIL

FEAT

ENH

MISC

FEAT

ENH

MISC

Rogue Weapon Mastery - Treat daggers and shuriken as


high crit weapons
Daggermaster's Action - Can spend action point to reroll

Page 1

Secret Language, Common, Goblin

LANGUAGES KNOWN

attack or damage roll with dagger

Far Shot - Increase projectile weapon range by 5 squares


20

basic attacks

Melee Training (Dexterity) - Use Dexterity for melee

with Light Blades.

Weapon Focus (Light Blade) - Gain +1 damage per tier

rolls with Light Blades.

Weapon Expertise (Light Blade) - Gain bonus to attack

Dagger Precision - Score critical hits with daggers on 18

extra damage.

advantage and hit with a crossbow, light blade, or sling, deal

Sneak Attack - Once per round, if you have combat

with shuriken; +1 on attacks with daggers.

Rogue Weapon Talent - Damage die increases one size

attacks.

combat advantage

Feign Injury - Pull target 1 with successful Bluff to gain


Artful Dodger - Add Cha mod to AC against opportunity

Backstabber - Sneak Attack dice increase to d8s

1d4+7

1d4+7

1d4+10

1d4+10

DAMAGE

MISC

Rogue Tactics - Choose one of the rogue tactics.

FEATS

Dagger (Range)

Dagger (Melee)

Jagged Dagger +3 (Range)

Jagged Dagger +3 (Melee)

WEAPON OR POWER

BASIC ATTACKS

ABIL

MISC

MISC

MISC

against foes that haven't acted yet.

First Strike - At encounter start, get combat advantage

AC

vs

15
SKILL NAME

AC

vs

15

CURRENT CONDITIONS AND EFFECTS

BONUS

AC

DEFENSE

vs

ATTACK

PROF

Ranged Basic Attack - Jagged Dagger +3

1d4+10

DAMAGE

ABILITY:

CLASS

Melee Basic Attack - Jagged Dagger +3

1d4+10

DAMAGE

ABIL

DAMAGE WORKSPACE

+ 18

ABILITY:

1/2 LVL

ATT BONUS

18

SKILLS

MISC

SKILL BONUS

Ranged Basic Attack - Jagged Dagger +3

+ 18

1/2 LVL

Melee Basic Attack - Jagged Dagger +3


ATT BONUS

ABILITY:

10 +

ATTACK WORKSPACE

Passive Perception

BASE

ITEM

10 +

ARMOR

RPGA Number

Passive Insight

Low-light Vision

ABILITY:

BASE

SENSES

(Squares)

26,000
Total XP

PASSIVE SENSE

SPECIAL SENSES

14

14

SCORE

RESISTANCES Resist 10 Fire

CLASS / PATH / DESTINY FEATURES

Speed

SPECIAL MOVEMENT

SCORE

MOVEMENT

Adventuring Company

The Band of the Hand

AC

Bloodhunt - +1 on attacks against bloodied foes.

Fire Resistance - Resist fire 5 + 1/2 level.

power.

MISC

MISC

MISC

MISC

ACTION POINTS
1
2
3

ENH

ENH

ENH

ENH

Infernal Wrath - Use infernal wrath as an encounter

RACE FEATURES

Action Points

MILESTONES
0
1
2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

ACTION POINTS

WILL 15

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

21

DEFENSE

CONDITIONAL BONUSES

25

10 +
1/2 LVL ABIL

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

18

DEFENSE

FEAT

Deity

Sehanine

vs

ARMOR
PENALTY MISC

+4 AC (Cha mod) against opportunity attacks

15

10 + ARMOR/
1/2 LVL ABIL CLASS

DEFENSES

Alignment

Unaligned

Epic Destiny

Player Name

18

TRND
(+5)

USED

CURRENT SURGE USES

SURGES/DAY

AC

DEFENSE

Weight

160 lb.

CONDITIONAL BONUSES

25

SCORE

Height

Paragon Path

Daggermaster

SAVING THROW MODS

DEATH SAVING THROW FAILURES

TEMPORARY HIT POINTS

MISC

Gender

HEALING SURGES

37

Class

Rogue

Female 5'9"

MOD + 1/2 LVL

Age

24

SURGE VALUE

1/2 HP

BLOODIED

SECOND WIND 1/ENCOUNTER

CURRENT HIT POINTS

74

MAX HP

Charisma

HIT POINTS

CHA

19

Wisdom

-1

WIS

INT
Intelligence

Dexterity

ABIL MOD

13

DEX

21

Constitution

CON

STR
Strength

ABILITY

12

11

SCORE

DEX

ABILITY SCORES

CONDITIONAL MODIFIERS

10

SCORE

Size

INITIATIVE

Medium

Race

Level

Character Name

Tiefling

11

Lyla

Character Sheet

OTHER EQUIPMENT

Lyla

Encumbrance: 58 / -90 (+200)

Stored money:

Money on hand: 0 gp

COINS AND OTHER WEALTH

Climber's Kit

Thieves' Tools

Dagger (E)

Adventurer's Kit

Combat Tumbleset

Chameleon

Sneak in the Attack

UTILITY POWERS

Milestone
Milestone

Paragon (11-20)
Epic (21-30)

Page 2

RITUALS / ALCHEMY

Milestone

Heroic (1-10)

Daily Item Powers Per Day

Nail of Sealing (heroic tier) () (5)

Burst Fire

Bag of Holding (heroic tier) ()

Potion of Vitality (paragon tier) () (2)

Periapt of Cascading Health +2 (E)

Knifethrower's Gloves (heroic tier) (E)

Walking Wounded

DAILY POWERS

WAIST

RING

RING

NECK

HEAD

HANDS

FEET

Magic Drowmesh +3 (E)

Blinding Barrage

Critical Opportunity

Cloud of Steel

Trickster's Blade

Impact Shot

ENCOUNTER POWERS

ARMS

ARMOR

WEAPON

WEAPON

WEAPON

MAGIC ITEMS
Jagged Dagger +3 (E)

AT-WILL POWERS
WEAPON

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

Infernal Wrath

Deft Strike

Sly Flourish

MAGIC ITEM INDEX

POWER INDEX

SESSION AND CAMPAIGN NOTES

COMPANIONS AND ALLIES

Occupation - Thief
You were a thief. Were you a cutpurse, a burglar, a grifter,
or something else? Were you driven to thievery by necessity?
Were you part of a guild or syndicate, or harassed by one as
an independent operator? Are you still a member or still
hunted? If so, where is the guild based? If not, why did you
leaveor why did the guild let you be? Was the parting
amicable or are there people out there looking to settle a
score with you?

CHARACTER BACKGROUND

MANNERISMS AND APPEARANCE

PERSONALITY TRAITS

CHARACTER PORTRAIT

Lyla

DEFENSE

AC

TARGET

One creature

RANGE

Melee or Ranged weapon

PH

Standard
vs
DEFENSE

AC

TARGET

One creature

RANGE
DEFENSE

AC

PH

TARGET

One creature

RANGE

Melee or Ranged weapon

BOOK

BOOK

MP

vs

DEFENSE

AC
TARGET

RANGE

ENCOUNTER POWER

11

BOOK

PH

DAILY POWER

Rogue

Page 3

LEVEL

BOOK

PH

CLASS

LEVEL

CLASS

ADDITIONAL EFFECTS

+3d8 to damage once per round (Sneak Attack)


+1 to attack rolls against bloodied foes - Bloodhunt.

Daggermaster

Racial Power

vs

DEFENSE

AC

PH

RANGE

Close blast 5

BOOK

USED

TARGET

Rogue

ATTACK

18

ACTION
vs

DEFENSE

Fort

Martial, Weapon
Standard

KEYWORDS

Walking Wounded

ENCOUNTER POWER

CLASS

BOOK

PH

TARGET

One creature

RANGE

Melee or Ranged weapon

LEVEL

+3d8 to damage once per round (Sneak Attack)


+1 to attack rolls against bloodied foes - Bloodhunt.

USED

Jagged Dagger +3: +18 attack, 1d4+10 damage


Dagger: +15 attack, 1d4+7 damage

ADDITIONAL EFFECTS

Each enemy in blast you can see

LEVEL

Requirement: You must be wielding a crossbow, a


light thrown weapon, or a sling.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier (+5) damage.

ATTACK

18

ACTION

Martial, Weapon
Standard

KEYWORDS

Cloud of Steel

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

Rogue

DAILY POWER

CLASS

LEVEL

BOOK

PH

+3d8 to damage once per round (Sneak Attack)


+1 to attack rolls against bloodied foes - Bloodhunt.

ADDITIONAL EFFECTS

Jagged Dagger +3: +18 attack, 2d4+10 damage


Dagger: +15 attack, 2d4+7 damage

TARGET

Each enemy in blast you can see

RANGE

USED

TARGET

Jagged Dagger +3: +18 attack, 2d4+10 damage


Dagger: +15 attack, 2d4+7 damage

DEFENSE

AC

PH

Close blast 3

BOOK

DEFENSE

RANGE

Requirement: You must be wielding a crossbow, a light


blade, or a sling.
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier (+5) damage, and the
target is knocked prone. Until the end of the encounter, if
the target moves more than half its speed in a single
action, it falls prone at the end of its movement.
Miss: Half damage, and the target is not knocked prone.

vs

vs

Personal

USED

Effect: You can channel your fury to gain a +1


power bonus to your next attack roll against an
enemy that hit you since your last turn. If your
attack hits and deals damage, add your Charisma
modifier (+4) as extra damage.

ATTACK

ACTION

Minor

KEYWORDS

Infernal Wrath

Requirement: You must be wielding a crossbow, a


light thrown weapon, or a sling.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier (+5) damage, and
the target is blinded until the end of your next
turn.
Miss: Half damage, and the target is not blinded.

ATTACK

18

ACTION

Standard

Martial, Weapon

LEVEL

+3d8 to damage once per round (Sneak Attack)


+1 to attack rolls against bloodied foes - Bloodhunt.

ADDITIONAL EFFECTS

Jagged Dagger +3: +18 attack, 3d4+10 damage


Dagger: +15 attack, 3d4+7 damage

Requirement: You must be wielding a dagger and


have scored a critical hit with a dagger against an
enemy during this turn.
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier (+5) damage.

ATTACK

18

ACTION

Minor

USED

KEYWORDS

Martial, Weapon

KEYWORDS

ENCOUNTER POWER

Rogue

Blinding Barrage

Melee weapon

Critical Opportunity

ENCOUNTER POWER

LEVEL

CLASS

Rogue

CLASS

ADDITIONAL EFFECTS

USED

Jagged Dagger +3: +18 attack, 2d4+10 damage


Dagger: +15 attack, 2d4+7 damage

+3d8 to damage once per round (Sneak Attack)


+1 to attack rolls against bloodied foes - Bloodhunt.

vs

Requirement: You must be wielding a crossbow, a


light blade, or a sling.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier (+5) damage. Add
your Charisma modifier (+4) to your AC until the
start of your next turn.

ATTACK

18

ACTION

Standard

Martial, Weapon

LEVEL

+3d8 to damage once per round (Sneak Attack)


+1 to attack rolls against bloodied foes - Bloodhunt.

ADDITIONAL EFFECTS

Jagged Dagger +3: +18 attack, 2d4+10 damage


Dagger: +15 attack, 2d4+7 damage

Requirement: You must be wielding a crossbow, a


light thrown weapon, or a sling.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier (+5) damage, and
you push the target 1 square.

ATTACK

18

ACTION

USED

KEYWORDS

Martial, Weapon

KEYWORDS

AT-WILL POWER

Rogue

Trickster's Blade

Ranged weapon

BOOK

Impact Shot

AT-WILL POWER

CLASS

LEVEL

CLASS

Rogue

+3d8 to damage once per round (Sneak Attack)


+1 to attack rolls against bloodied foes - Bloodhunt.

+3d8 to damage once per round (Sneak Attack)


+1 to attack rolls against bloodied foes - Bloodhunt.

ADDITIONAL EFFECTS

vs

ADDITIONAL EFFECTS

ATTACK

18

ACTION

Standard

Jagged Dagger +3: +18 attack, 1d4+10 damage


Dagger: +15 attack, 1d4+7 damage

TARGET

One creature

RANGE

Melee or Ranged weapon

Jagged Dagger +3: +18 attack, 1d4+14 damage


Dagger: +15 attack, 1d4+11 damage

DEFENSE

AC

Requirement: You must be wielding a crossbow, a


light blade, or a sling.
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier (+5) damage.
Increase damage to 2[W] + Dexterity modifier
(+5) at 21st level.

vs

USED

Requirement: You must be wielding a crossbow, a


light blade, or a sling.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier (+5) + Charisma
modifier (+4) damage.
Increase damage to 2[W] + Dexterity modifier
(+5) + Charisma modifier (+4) at 21st level.

ATTACK

18

ACTION

Standard

Martial, Weapon

KEYWORDS

USED

KEYWORDS

Martial, Weapon

Deft Strike

Sly Flourish

Lyla

vs
DEFENSE

Reflex

10

TARGET

Rogue

MP

DAILY

Rogue

LEVEL

10

BOOK

MP

5/10
RANGE

CRITICAL

Ongoing 10 damage (sa

BOOK

Off-hand

WEIGHT

PRICE

13000

ENCOUNTER

DAILY

TYPE

Potion

QUANTITY

MAGIC ITEM

Neck

WEIGHT

PRICE

5000

BOOK

MAGIC ITEM

WEIGHT

PRICE

Page 4

1000

BOOK

ITEM SLOT

ENCOUNTER

LEVEL

15

SPEED

ITEM SLOT

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

DAILY

BOOK

Potion of Vitality (paragon tier)

MAGIC WEAPON

ITEM SLOT

POWER

AT-WILL

Melee Basic Attack: +18 attack, 1d4+10 damage


Ranged Basic Attack: +18 attack, 1d4+10 damage

This weapon scores critical hits on a 19 or 20.


Light Thrown, Off-hand

PROPERTIES

12
LEVEL

ENHANCEMENT

GROUP

Light Blade

+3 attack rolls and damage rolls

3
PROFICIENT

1d4
DAMAGE

Jagged Dagger +3

LEVEL

Power (Consumable Healing): Minor Action. Drink


the potion and spend a healing surge. Instead of
the hit points you would normally regain, you
regain 25 hit points and make one saving throw
against an effect on you that a save can end.

Rogue

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

Item Slot: Neck


Power (Encounter): Minor Action. You end one
condition that a save can end.

DAILY

TYPE

Neck Slot Item

DAILY

Target: One creature


Effect: Until the start of your next turn, the next
ally who hits the target and has combat advantage
against it deals extra damage against it equal to
your Sneak Attack damage.

ENCOUNTER

Melee 1
RANGE

POWER

ENCOUNTER

1
QUANTITY

MP

AT-WILL

ACTION

Minor

USED

POWER

AT-WILL

PROPERTIES

10
LEVEL

SPEED

ENHANCEMENT

CHECK

+2 Fortitude, Reflex, and Will

AC BONUS

Periapt of Cascading Health +2

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

USED

Prerequisite: You must be trained in Acrobatics.


Effect: You can shift your speed and can shift
through squares occupied by enemies during this
movement.

AT-WILL

RANGE

BOOK

ACTION
ENCOUNTER

Personal

Martial

LEVEL

Move

KEYWORDS

Combat Tumbleset

DAILY POWER

CLASS

+3d8 to damage once per round (Sneak Attack)


+1 to attack rolls against bloodied foes - Bloodhunt.

ADDITIONAL EFFECTS

Jagged Dagger +3: +18 attack, 2d4+10 damage


Dagger: +15 attack, 2d4+7 damage

Each enemy in burst you can see

RANGE

Area burst 1 within 10 squares

Requirement: You must be wielding a crossbow, a


light thrown weapon, or a sling.
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier (+5) damage.
Miss: Half damage.

ATTACK

18

ACTION

Standard

Martial

KEYWORDS

USED

KEYWORDS

Martial, Weapon

Sneak in the Attack

Burst Fire
Martial

ENCOUNTER

DAILY

RANGE

Personal

Rogue

Body

11
LEVEL

10

PRICE

9000

ENCOUNTER

WEIGHT

SPEED

LEVEL

LEVEL

SPEED

TYPE

Armor

1
QUANTITY

TYPE

Wondrous Item

BOOK

1
QUANTITY

PH

DAILY

BOOK

MAGIC ITEM

ITEM SLOT

POWER

AT-WILL

WEIGHT

PRICE

1000

ENCOUNTER

BOOK

DAILY

This bag can hold up to 200 pounds in weight or


20 cubic feet in volume, but it always weighs only
1 pound.

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Bag of Holding (heroic tier)

MAGIC ITEM

ITEM SLOT

POWER

AT-WILL

PROPERTIES

+3 AC

CHECK

ENHANCEMENT

AC BONUS

Magic Drowmesh +3

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

USED

Trigger: You are hidden and lose cover or


concealment against an enemy
Prerequisite: You must be trained in Stealth.
Effect: Make a Stealth check. You remain hidden
from the triggering enemy if your check beats its
passive Perception check. Until the end of your
next turn, you can remain hidden without needing
any cover or concealment.

AT-WILL

ACTION

Imm Interr

KEYWORDS

Chameleon

yla

LEVEL

SPEED

TYPE

Hands Slot Item

QUANTITY

MAGIC ITEM

WEIGHT

PRICE

40

BOOK

MAGIC ITEM

Hands

WEIGHT

PRICE

Page 5

1800

BOOK

ITEM SLOT

DAILY

ITEM SLOT

ENCOUNTER

Item Slot: Hands


Power (Daily): Free Action. Use this power when
you hit with a thrown weapon attack. Add a +5
power bonus to the damage roll.

AT-WILL

You can draw and attack with a dagger as part of


the same standard action.

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Power (Consumable): Standard Action. When you push


this nail into a door, chest, or other closeable object, it
magically sinks into the material of that object and seals it
shut. Treat this as if you had used an Arcane Lock ritual
with an Arcana check result of 25.
Special: You can use this item in place of the required
component cost for an Arcane Lock ritual. In that case,
use your own Arcana check instead of that of the nail.

DAILY

TYPE

Consumable

QUANTITY

POWER

ENCOUNTER

LEVEL

SPEED

Knifethrower's Gloves (heroic tier)

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Nail of Sealing (heroic tier)

Initiative
5

1/2 LVL

Charisma

28
1/4 HP

57

SURGE VALUE

1/2 HP

BLOODIED

MISC

11

USED

CURRENT SURGE USES

13

SURGES/DAY

Nature
Perception
Religion
Stealth
Streetwise
Thievery

6
6
5
4
4
4
Grunther

Intimidate

16

Endurance

13

Insight

Dungeoneering

Diplomacy

Heal

Bluff

History

Athletics

17

Arcana

11

Acrobatics

SKILL NAME

BONUS

DEX

CHA

DEX

INT

WIS

WIS

CHA

WIS

INT

WIS

CON

WIS

CHA

CHA

STR

INT

DEX

11

ABIL MOD
+ 1/2 LVL

SKILLS

CURRENT CONDITIONS AND EFFECTS

RESISTANCES

TRND
(+5)

-1

n/a

-1

n/a

n/a

n/a

n/a

n/a

n/a

n/a

-1

n/a

n/a

n/a

-1

n/a

-1

ARMOR
PENALTY MISC

SAVING THROW MODS +1 to all saving throws, +2 bonus whenever you have
no action points remaining

DEATH SAVING THROW FAILURES

TEMPORARY HIT POINTS

Class

AC

DEFENSE

FORT 15

REF

DEFENSE

15

CLASS

CLASS

CLASS

FEAT

FEAT

FEAT

MISC

MISC

MISC

MISC

Deity

MISC

MISC

MISC

MISC

Pelor

ACTION POINTS
1
2
3

ENH

ENH

ENH

ENH

Speed

1/2 LVL

ABIL

CLASS

PROF

+ 11

ABIL

CLASS

PROF

FEAT

FEAT

SKILL BONUS

MISC

AC

vs

2
FEAT

ENH

MISC

MISC

DAMAGE

MISC

MISC

Weapon Focus (Axe) - Gain +1 damage per tier with Axes.


Weapon Expertise (Axe) - Gain bonus to attack rolls with
marked by other.

Toughness - Gain 5 additional hit points per tier


Deadly Axe - Treat all axes as high crit weapons
Dreadnought Action - When you spend action point to

Common, Dwarven

Page 1

LANGUAGES KNOWN

10 hp to save automatically against effect that a save ends;

Unfailing Resources - Gain +10 hp; free action to spend

attack, gain resist 10 all until start of your next turn

hp
chainmail (+2 with axe, hammer, mace, pick)

Improved Vigor - Invigorating powers grant +1 temporary

no action points remaining

Stubborn Survivor - +2 to saving throws when you have

Human Perseverance - +1 to saving throws

temp hp; +1 melee and close damage in light armor or

melee or close; temp hp from invigorating attacks stack with

Battlerager Vigor - Temp hp (Con mod) when hit by

Fighter Talents - Select a Fighter Talent.

Hit ends foe's movement (if any) this action.

Axes.

with the Execution axe.


including you. Mark lasts until end of your next turn or

Combat Superiority - Add Wis mod to opportunity attacks.

Weapon Proficiency (Execution axe) - Gain proficiency


adjacent marked foe who shifts or makes attack not

1d4

1d4+6

attacks not including you. Make basic melee attack against

Unarmed (Range)

Unarmed (Melee)

Flesh Seeker Execution axe +3 1d12+11

WEAPON OR POWER

BASIC ATTACKS

ABIL

ENH

FEATS

vs

AC

AC
vs

vs

DEFENSE

11

17

ATTACK

1d4+6

DAMAGE

Melee Basic Attack - Unarmed

1d12+11
ABILITY:

FEAT

ABIL

DAMAGE

MISC

MISC

Melee Basic Attack - Flesh Seeker Execution axe

ENH

ENH

ABILITY:

DAMAGE WORKSPACE

1/2 LVL

ATT BONUS

Melee Basic Attack - Unarmed

+ 17
ABILITY:

10 +

ATTACK WORKSPACE

Passive Perception

BASE

10 +

ITEM

Passive Insight

-1

ARMOR

RPGA Number

Melee Basic Attack - Flesh Seeker Execution axe


ATT BONUS

ABILITY:

BASE

SENSES

(Squares)

26,000
Total XP

PASSIVE SENSE

SPECIAL SENSES

16

16

SCORE

SPECIAL MOVEMENT

SCORE

MOVEMENT

Adventuring Company

Band of the Hand

Epic Destiny

Player Name

Combat Challenge - Mark foes you attack. They get -2 to

CLASS / PATH / DESTINY FEATURES

Will.

Human Defense Bonuses - +1 to Fortitude, Reflex, and

power from your class.

Bonus At-Will Power - Know one extra 1st-level attack

Bonus Skill - Trained in one additional class skill.

Bonus Feat - Choose an extra feat at 1st level.

RACE FEATURES

Action Points

MILESTONES
0
1
2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

ACTION POINTS

WILL 15

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

19

DEFENSE

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

18

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

26

DEFENSE

+1 AC while you are running

15

FEAT

DEFENSES

Alignment

Good

Paragon Path

Dreadnought

10 + ARMOR/
1/2 LVL ABIL CLASS

Weight

195 lb.

CONDITIONAL BONUSES

26

SCORE

Height

6'1"

Fighter

Gender

Male

MOD + 1/2 LVL

Age

29

HEALING SURGES

HIT POINTS

SECOND WIND 1/ENCOUNTER

CURRENT HIT POINTS

114

MAX HP

-1

CHA

Wisdom

WIS

INT
Intelligence

Dexterity

ABIL MOD

12

11

DEX

11

Constitution

CON

STR
Strength

ABILITY

19

22

SCORE

DEX

ABILITY SCORES

CONDITIONAL MODIFIERS

SCORE

Size

INITIATIVE

Medium

Race

Level

Character Name

Human

11

Grunther

Character Sheet

UTILITY POWERS

Grunther

Encumbrance: 55 / 220

Stored money:

Money on hand: 60 gp

COINS AND OTHER WEALTH

OTHER EQUIPMENT

Last Ditch Evasion

Unbreakable

Boundless Endurance

Terrifying Impact

Pinning Smash

Comeback Strike

DAILY POWERS

ENCOUNTER POWERS

Inexorable Advance

Savage Parry

Sweeping Blow

Passing Attack

Sure Strike

Cleave

Combat Challenge

Milestone
Milestone

Paragon (11-20)
Epic (21-30)

Page 2

RITUALS / ALCHEMY

Milestone

Daily Item Powers Per Day

Frozen Whetstone (heroic tier) ()

Caustic Whetstone (heroic tier) () (2)

Cincture of the Dragon Spirit (heroic tier) (E)

Periapt of Cascading Health +2 (E)

Giantkind Gloves (heroic tier) (E)

Ghoststride Boots (heroic tier) (E)

Summoned Braidmail Armor +3 (E)

Heroic (1-10)

WAIST

RING

RING

NECK

HEAD

HANDS

FEET

ARMS

ARMOR

WEAPON

WEAPON

WEAPON

MAGIC ITEMS
Flesh Seeker Execution axe +3 (E)

AT-WILL POWERS
WEAPON

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

Crushing Surge

MAGIC ITEM INDEX

POWER INDEX

SESSION AND CAMPAIGN NOTES

COMPANIONS AND ALLIES

Occupation - Thug
You were a thug, such as an enforcer, a tough, or a
bodyguard. Did you work for anyone? If so, who? What sorts
of missions did you undertake? Were you feared in your
community? Or did you stand up for those who were too
weak to protect themselves? Why did you leave? Did you
leave behind any enemies?

CHARACTER BACKGROUND

MANNERISMS AND APPEARANCE

PERSONALITY TRAITS

CHARACTER PORTRAIT

vs

DEFENSE

AC
TARGET

One creature

RANGE

Melee weapon

Fighter

BOOK

MP

AT-WILL POWER

Standard
vs

DEFENSE

AC
ATTACK

TARGET

TARGET

vs

DEFENSE

AC

LEVEL

TARGET

One creature

Flesh Seeker Execution axe +3: +17 attack, 1d12


+11 damage

PH

DEFENSE

AC

TARGET

One or two creatures

Grunther

ENCOUNTER POWER

BOOK

MP

ENCOUNTER POWER

Dreadnought

Page 3

LEVEL

11

BOOK

MP

CLASS

LEVEL

CLASS

Fighter

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

ADDITIONAL EFFECTS

vs

ADDITIONAL EFFECTS

ATTACK

17

RANGE

USED

Flesh Seeker Execution axe +3: +17 attack, 1d12


+11 damage

TARGET

The triggering enemy

PH

Melee weapon

BOOK

Flesh Seeker Execution axe +3: +17 attack, 15


damage

DEFENSE

AC

ACTION

Effect: You can shift 1 square before each attack.


Attack: Strength vs. AC, two attacks
Hit: 1[W] + Strength modifier (+6) damage per
attack.
Weapon: If you're wielding an axe, a hammer,
or a mace, the attacks deal extra damage equal to
your Constitution modifier (+4).

vs

RANGE

Standard

Invigorating, Martial, Weapon

LEVEL

Trigger: An enemy hits an ally with a melee attack


Attack: Strength vs. AC
Hit: Strength modifier (+6) damage, and the ally
takes only half damage from the triggering attack.
Weapon: If you're wielding an axe, a hammer,
or a mace, your attack deals extra damage equal
to your Constitution modifier (+4).

ATTACK

17

ACTION

USED

KEYWORDS

Invigorating, Martial, Weapon

KEYWORDS

ENCOUNTER POWER

Fighter

Inexorable Advance

Melee weapon

BOOK

Savage Parry

AT-WILL POWER

CLASS

LEVEL

CLASS

Fighter

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

ADDITIONAL EFFECTS

Fighter

KEYWORDS

TARGET

vs

DEFENSE

AC

PH

RANGE

Close burst 1

BOOK

USED

TARGET

Each enemy in burst you can see

LEVEL

Fighter

ACTION

vs

DEFENSE

AC

PH

TARGET

One creature

RANGE

Melee weapon

BOOK

Fighter

DAILY POWER

CLASS

LEVEL

BOOK

PH

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

Flesh Seeker Execution axe +3: +17 attack, 2d12


+11 damage

ADDITIONAL EFFECTS

USED

Attack: Strength vs. AC


Hit: 2[W] + Strength modifier (+6) damage, and
you can spend a healing surge.

ATTACK

17

LEVEL

Healing, Martial, Reliable, Weapon


Standard

KEYWORDS

Comeback Strike

ENCOUNTER POWER

CLASS

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

ADDITIONAL EFFECTS

Flesh Seeker Execution axe +3: +20 attack, 1d12


+11 damage

Attack: Strength vs. AC


Weapon: If you're wielding an axe, a flail, a
heavy blade, or a pick, you gain a bonus to the
attack roll equal to one-half your Strength modifier
(+6).
Hit: 1[W] + Strength modifier (+6) damage.

ATTACK

20

Martial, Weapon

Sweeping Blow

AT-WILL POWER

CLASS

Standard

USED

RANGE
One creature

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

ADDITIONAL EFFECTS

ACTION

PH

DEFENSE

AC

Flesh Seeker Execution axe +3: +17 attack, 1d12


+11 damage

RANGE

BOOK

vs

Melee weapon

USED

Attack: Strength vs. AC


Hit: 1[W] + Strength modifier (+6) damage, and
an enemy adjacent to you other than the target
takes damage equal to your Strength modifier
(+6).
Increase damage to 2[W] + Strength modifier (+6)
at 21st level.

ATTACK

17

ACTION

Martial, Weapon

Standard

KEYWORDS

Cleave

Melee weapon

Attack: Strength vs. AC


Hit: 1[W] + Strength modifier (+6) damage, and
you can shift 1 square. Make a secondary attack.
Secondary Target: One creature other than the
primary target
Secondary Attack: Strength + 2 vs. AC
Hit: 1[W] + Strength modifier (+6) damage.

17

Flesh Seeker Execution axe +3: +19 attack, 1d12


+5 damage

ADDITIONAL EFFECTS

Standard
ACTION

One creature

RANGE

Attack: Strength + 2 vs. AC


Hit: 1[W] damage.
Increase damage to 2[W] at 21st level.

ATTACK

19

ACTION

Martial, Weapon

KEYWORDS

Martial, Weapon

USED

CLASS

ADDITIONAL EFFECTS

KEYWORDS

Melee weapon

DEFENSE

Passing Attack

LEVEL

vs

RANGE

Melee

USED

Effect: Whenever an enemy marked by you is


adjacent to you and shifts or makes an attack that
does not include you, you can make a melee basic
attack against that enemy.

ATTACK

ACTION

Sure Strike

AT-WILL POWER

CLASS

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

ADDITIONAL EFFECTS

Flesh Seeker Execution axe +3: +17 attack, 1d12


+11 damage

Attack: Strength vs. AC


Hit: 1[W] + Strength modifier (+6) damage.
Increase damage to 2[W] + Strength modifier (+6)
at 21st level.

ATTACK

17

ACTION

Standard

Martial, Weapon

KEYWORDS

USED

KEYWORDS

Invigorating, Martial, Weapon

Combat Challenge

Crushing Surge

vs

DEFENSE

AC
TARGET

One creature

RANGE

Melee 1

DEFENSE

AC
TARGET

One creature

RANGE

Melee weapon

MP

TYPE

Armor

QUANTITY

10

BOOK

CHECK

MAGIC ITEM
Grunther

WEIGHT

40

PRICE

9000

BOOK

MAGIC ITEM

Neck

WEIGHT

PRICE

Page 4

5000

BOOK

ITEM SLOT

Body

ITEM SLOT

DAILY

TYPE

Neck Slot Item

QUANTITY

Item Slot: Neck


Power (Encounter): Minor Action. You end one
condition that a save can end.

ENCOUNTER

LEVEL

10

SPEED

PH

Power (At-Will): Minor Action. You banish this


armor to a secure extradimensional location. At
any point in the future, unless you are wearing
armor, you can use another minor action to recall
the armor. The armor appears on you as though
you had donned it normally.

AT-WILL

PROPERTIES

ENHANCEMENT

+2 Fortitude, Reflex, and Will

AC BONUS

Periapt of Cascading Health +2

UTILITY POWER

LEVEL

POWER

Fighter

POWER

ENCOUNTER

11
LEVEL

+3 AC

AT-WILL

PROPERTIES

-1
SPEED

ENHANCEMENT

-1
CHECK

8
AC BONUS

PH

DAILY

BOOK

Summoned Braidmail Armor +3

UTILITY POWER

CLASS

LEVEL

CLASS

Fighter

USED

ADDITIONAL EFFECTS

DAILY

RANGE

Personal

BOOK

ADDITIONAL EFFECTS

ENCOUNTER

Trigger: You are hit by an attack


Effect: You take no damage from the attack that
just hit you. However, you are stunned and take a
2 penalty to all defenses until the end of your
next turn.

AT-WILL

ACTION

Imm Interr

Martial

LEVEL

Trigger: You are hit by an attack


Effect: Reduce the damage from the attack by 5 +
your Constitution modifier (+4).

DAILY

RANGE

ACTION
AT-WILL

Personal

Imm React

Martial

USED

DAILY POWER

Fighter

KEYWORDS

MP

KEYWORDS

BOOK

Last Ditch Evasion

ENCOUNTER

Unbreakable

DAILY POWER

LEVEL

CLASS

Fighter

CLASS

ADDITIONAL EFFECTS

Flesh Seeker Execution axe +3: +17 attack, 2d12+15 damage

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

vs

Hit: 2[W] + Strength modifier (+6) damage.


Weapon: If you're wielding an axe, a hammer, or a mace,
the primary attack deals extra damage equal to your
Constitution modifier (+4).
Effect: Make a secondary attack, which has the fear keyword.
Secondary Target: Each enemy within 3 squares of the
primary target
Secondary Attack: Constitution vs. Will
Hit: You push the target 1 square.

ATTACK

17

ACTION

Standard

USED

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

ADDITIONAL EFFECTS

Flesh Seeker Execution axe +3: +17 attack, 1d12+15


damage

Attack: Strength vs. AC


Hit: 1[W] + Strength modifier (+6) damage, and the
target is immobilized until you are not adjacent to it.
Weapon: If you're wielding an axe, a hammer, or
a mace, the attack deals extra damage equal to your
Constitution modifier (+4).
Miss: Half damage, and the target is immobilized
until the end of your next turn.

ATTACK

17

ACTION

Standard

Invigorating, Martial, Weapon

KEYWORDS

USED

KEYWORDS

Invigorating, Martial, Weapon

Terrifying Impact

Pinning Smash

DAILY

RANGE

Personal

USED

Fighter

LEVEL

BOOK

Axe

LEVEL

ENHANCEMENT

RANGE

CRITICAL

+3d6 damage

PH

ENCOUNTER

DAILY

Two-Hands

WEIGHT

14

PRICE

13000

ENCOUNTER

LEVEL

SPEED

1
QUANTITY

DAILY

TYPE

Hands Slot Item

BOOK

Hands

MAGIC ITEM

ITEM SLOT

WEIGHT

PRICE

840

BOOK

Item Slot: Hands


Power (At-Will): Standard Action. Strength + 2 vs.
AC; ranged 6/12; you throw an object 30 lb. or
less; 2d6 + Strength modifier (+6) damage.
Power (Encounter): Free Action. Use this power
when you hit with a melee attack. Add a +2 power
bonus to the damage roll.

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Giantkind Gloves (heroic tier)

MAGIC WEAPON

ITEM SLOT

Power (Encounter): Free Action. Use when you hit


an enemy with this weapon. You gain a +1 power
bonus on your next attack against that target with
this weapon.

POWER

AT-WILL

Melee Basic Attack: +17 attack, 1d12+11 damage

High Crit, Brutal

PROPERTIES

12

GROUP

+3 attack rolls and damage rolls

2
PROFICIENT

1d12
DAMAGE

Flesh Seeker Execution axe +3

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

Effect: You gain regeneration 2 + your Constitution


modifier (+4) when you are bloodied.

AT-WILL

ENCOUNTER

Healing, Martial, Stance

ACTION

Minor

KEYWORDS

Boundless Endurance

CHECK

1
CHECK

LEVEL

SPEED

TYPE

Feet Slot Item

QUANTITY

PRICE

1800

ENCOUNTER

LEVEL

SPEED

QUANTITY

DAILY

TYPE

Grunther

MAGIC ITEM

ITEM SLOT

WEIGHT

PRICE

100

BOOK

Power (Consumable Cold): Minor Action. Touch


this whetstone to a melee or ranged weapon you
hold. Until the end of the encounter, any successful
attack with the weapon deals an extra 2 cold
damage.

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Whetstones

BOOK

Frozen Whetstone (heroic tier)

MAGIC ITEM

MAGIC ITEM

Feet

ITEM SLOT

WEIGHT

ITEM SLOT

Waist

Item Slot: Feet

AT-WILL

Item Slot: Waist

DAILY
POWER

ENCOUNTER

POWER

AT-WILL

WEIGHT

PRICE

Page 5

1800

ENCOUNTER

BOOK

DAILY

While you are running, you gain a +1 item bonus


to AC and become insubstantial.

ENHANCEMENT

AC BONUS

You can use your Strength modifier (+6) instead of


your Charisma modifier (-1) when making
Intimidate checks.

TYPE

Waist Slot Item

QUANTITY

PROPERTIES

LEVEL

SPEED

Ghoststride Boots (heroic tier)

PROPERTIES

ENHANCEMENT

AC BONUS

Cincture of the Dragon Spirit (heroic tie

ENCOUNTER

LEVEL

10

SPEED

DAILY

TYPE

Whetstones

QUANTITY

MAGIC ITEM

ITEM SLOT

WEIGHT

PRICE

200

BOOK

Power (Consumable Acid): Minor Action. Touch


this whetstone to a melee or ranged weapon you
hold. Until the end of the encounter, any successful
attack with the weapon deals ongoing 2 acid
damage (save ends).

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Caustic Whetstone (heroic tier)

Initiative

DEX

WIS

1/2 LVL

-1

ABIL MOD

MISC

11

10

5
FORT 15

REF

DEFENSE

15

CLASS

CLASS

CLASS

FEAT

FEAT

FEAT

FEAT

MISC

MISC

MISC

MISC

MISC

MISC

MISC

MISC

ACTION POINTS
1
2
3

ENH

ENH

ENH

ENH

Deity

Corellon

Speed

Arcana
Athletics
Bluff
Diplomacy
Dungeoneering
Endurance
Heal
History
Insight
Intimidate
Nature
Perception
Religion
Stealth
Streetwise
Thievery

11
16
18
7
12
7
10
11
14
7
7
10
7
14
7

Falon T'selvin

Acrobatics

SKILL NAME

14

BONUS

DEX

CHA

DEX

INT

WIS

WIS

CHA

WIS

INT

WIS

CON

WIS

CHA

CHA

STR

INT

DEX

11

11

10

11

11

5
7

TRND
(+5)

ABIL MOD
+ 1/2 LVL

-1

-1

3
n/a

3
-1

n/a

n/a

n/a

n/a

n/a

n/a

n/a

-1

n/a

n/a

n/a

-1

n/a

CLASS

PROF

FEAT

FEAT

ABIL

FEAT

WEAPON OR POWER

FEATS

Unarmed (Range)

Unarmed (Melee)

Short sword

Ritual Caster - Master and perform rituals

vs

FEAT

BASIC ATTACKS

ABIL

ENH

ENH

MISC

MISC

MISC

MISC

MISC

1d4

1d4

1d6

DAMAGE

MISC

MISC

ENH

ENH

11

SKILL BONUS

Common, Elven, Dwarven

Page 1

LANGUAGES KNOWN

Inspire by Word

Inspire by Example

Words of Friendship - Gain the words of friendship power

multiclassing

Versatile Master - Improved Dilettante and paragon

roll of 27 counts as 8

Wood Elf Agility - On Acrobatics or Athletics checks, d20

temporary hp

Improved Majestic Word - Target of majestic word gains

temporary hit points

Song of Rest - At end of short rest, you and each ally spendi Rousing Voice - Ally who uses second wind gains

Bluff check

Friendly Deception - Apply words of friendship bonus to


Multiclass Versatility - Can choose class-specific multiclass
Skill Versatility - +1 to untrained skill checks

Jack of All Trades - +2 to untrained skill checks


Majestic Word - Gain majestic word power

Virtue of Valor - When an ally within 10 squares bloodies Bardic Knowledge - +2 bonus to several skill checks

Bardic Virtue - Choose a Bardic Virtue option.

Bardic Training - Gain Ritual Caster feat and perform one ba

CLASS / PATH / DESTINY FEATURES

AC

vs

CURRENT CONDITIONS AND EFFECTS

SKILLS

AC

vs

DEFENSE

RESISTANCES

ATTACK

ABIL

Melee Basic Attack - Unarmed

1d4

DAMAGE

ABILITY:

PROF

Melee Basic Attack - Short sword

1d6

DAMAGE

CLASS

DAMAGE WORKSPACE

1/2 LVL

+ 5

ABILITY:

ABIL

Melee Basic Attack - Unarmed


ATT BONUS

ABILITY:

1/2 LVL

Melee Basic Attack - Short sword


ATT BONUS

+ 8

10 +

ATTACK WORKSPACE

Passive Perception

BASE

ITEM

10 +

-1

ARMOR

RPGA Number

Passive Insight

Low-light Vision

ABILITY:

BASE

SENSES

(Squares)

26,000
Total XP

PASSIVE SENSE

SPECIAL SENSES

17

21

SCORE

SPECIAL MOVEMENT

SCORE

MOVEMENT

Adventuring Company

The Band of the Hand

AC

Group Diplomacy - Allies within 10 get +1 to Diplomacy.

choosing feats.

Dual Heritage - Count as elf, half-elf, and human for

encounter power.

Dilettante - Choose at-will power from other class; use as

RACE FEATURES

Action Points

MILESTONES
0
1
2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

ACTION POINTS

WILL 15

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

24

DEFENSE

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

20

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

22

DEFENSE

15

10 + ARMOR/
1/2 LVL ABIL CLASS

DEFENSES

Alignment

Lawful Good

Epic Destiny

Player Name

vs

ARMOR
PENALTY MISC

USED

CURRENT SURGE USES

12

SURGES/DAY

AC

DEFENSE

Weight

160 lb.

CONDITIONAL BONUSES

26

SCORE

Height

5'8"

Paragon Path

War Chanter

SAVING THROW MODS

DEATH SAVING THROW FAILURES

TEMPORARY HIT POINTS

SECOND WIND 1/ENCOUNTER

20
1/4 HP

41
1/2 HP

SURGE VALUE

Class

Bard

Gender

Male

MOD + 1/2 LVL

Age

49

HEALING SURGES

HIT POINTS
BLOODIED

CHA
Charisma

Wisdom

CURRENT HIT POINTS

82

MAX HP

22

INT
Intelligence

Dexterity

Constitution

11

STR
Strength
CON

14

DEX

ABILITY SCORES
ABILITY

20

11

SCORE

CONDITIONAL MODIFIERS

SCORE

Size

INITIATIVE

Medium

Race

Level

Character Name

Half-Elf

11

Falon T'selvin

Character Sheet

Milestone
Milestone

Paragon (11-20)
Epic (21-30)

Song of Sustenance
Anthem of Unity
Fool's Speech

Alchemical Reagents (Arcana)


Thieves' Tools
Climber's Kit

Falon T'selvin

Encumbrance: 90 / 110

Stored money:

Money on hand: 45 gp

COINS AND OTHER WEALTH

Song of Restfulness

Short sword (E)

Call of Friendship

Traveler's Chant

Adventurer's Kit

Tune of Merriment

Knock

Fastidiousness

Comprehend Language

Arcane Mark

Magic Mouth

Silence

Page 2

RITUALS / ALCHEMY

Milestone

Heroic (1-10)

Daily Item Powers Per Day

Thunderstone (level 10) ()

Cli Lyre +3 (One-hand) (E)

Cape of the Mountebank +2 (E)

Imposter's Braidmail Armor +3 (E)

Glib Limerick

OTHER EQUIPMENT

UTILITY POWERS

WAIST

RING

RING

NECK

HEAD

HANDS

FEET

ARMS

ARMOR

WEAPON

WEAPON

Ritual Book

Mantle of Unity

Song of Conquest

Song of Courage

Symphony of Misfortune

Song of Discord

Stirring Shout

Victorious Smite

Timely Distraction

Dissonant Strain

Thunder's Calling

DAILY POWERS

ENCOUNTER POWERS
Words of Friendship

Majestic Word

Vicious Mockery

WEAPON

MAGIC ITEMS

AT-WILL POWERS
WEAPON

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

Cutting Words

Dragonfrost

MAGIC ITEM INDEX

POWER INDEX

SESSION AND CAMPAIGN NOTES

COMPANIONS AND ALLIES

Occupation - Military
You served in a military organization, such as an army or a
city guard. Were you conscripted, or did you volunteer?
What was your rank? How did you leave the service? If you
haven't left, describe the circumstances under which you still
serve while also adventuring.

CHARACTER BACKGROUND

MANNERISMS AND APPEARANCE

PERSONALITY TRAITS

CHARACTER PORTRAIT

DEFENSE

AC
TARGET

One creature

AT-WILL POWER

Standard

PHS1

DEFENSE

TARGET

AT-WILL POWER

Falon T'selvin

ENCOUNTER POWER

PH2

ENCOUNTER POWER

Bard

CLASS

Bard

DEFENSE

PH2

TARGET

One creature

RANGE

Ranged 5

BOOK

Page 3

LEVEL

BOOK

Cli Lyre +3: +14 attack, 1d8+9 damage

CLASS

BOOK

ATTACK

Fort

USED

AP

Attack: Charisma vs. Fortitude


Hit: 1d8 + Charisma modifier (+6) thunder
damage, and you slide the target a number of
squares equal to your Constitution modifier (+5). If
no creatures are adjacent to the target at the end
of this movement, choose an ally within 10 squares
of you to make a ranged basic attack against the
target as a free action.

vs

ADDITIONAL EFFECTS

LEVEL

ACTION

Standard
14

LEVEL

Arcane, Implement, Thunder

ADDITIONAL EFFECTS

Effect: You gain a +5 power bonus to the next


Diplomacy check you make before the end of your
next turn.

ATTACK

RANGE

ACTION
vs

Personal

Minor

Arcane, Charm

USED

Bard

KEYWORDS

BOOK

KEYWORDS

Thunder's Calling

LEVEL

Words of Friendship

AT-WILL POWER

Bard

CLASS

TARGET

One creature

CLASS

DEFENSE

Will

ADDITIONAL EFFECTS

vs

RANGE

Ranged 10

ADDITIONAL EFFECTS

ATTACK

14

10

Cli Lyre +3: +14 attack, 1d6+9 damage

TARGET

One creature

Standard
ACTION

USED

Cli Lyre +3: +14 attack, 1d8+9 damage

DEFENSE

Will

RANGE

BOOK

Attack: Charisma vs. Will


Hit: 1d6 + Charisma modifier (+6) psychic
damage, and the target takes a -2 penalty to
attack rolls until the end of your next turn.
Level 21: 2d6 + Charisma modifier (+6) damage.

vs

10

Attack: Charisma vs. Will


Hit: 1d8 + Charisma modifier (+6) psychic
damage, and you pull the target 2 squares.
Increase damage to 2d8 + Charisma modifier (+6)
at 21st level.

ATTACK

14

ACTION

LEVEL

Arcane, Charm, Implement, Psychic

KEYWORDS

Arcane, Implement, Psychic

USED

KEYWORDS

Ranged 10

BOOK

Vicious Mockery

Cutting Words

AT-WILL POWER

LEVEL

Short sword: +8 attack, 1d6 damage

CLASS

vs

RANGE

Ranged weapon

CLASS

ATTACK

ADDITIONAL EFFECTS

TARGET

One creature

ACTION

Standard

ADDITIONAL EFFECTS

DEFENSE

AC

RANGE

Melee weapon

Attack: Dexterity vs. AC


Hit: 1[W] + Dexterity modifier (+0) damage.
Increase damage to 2[W] + Dexterity modifier
(+0) at 21st level.
Special: Weapons with the heavy thrown property
use Strength instead of Dexterity for attack rolls
and damage rolls. Warlocks can use eldritch blast
as a ranged basic attack, and wizards can use
magic missile as a ranged basic attack.

vs

USED

Attack: Strength vs. AC


Hit: 1[W] + Strength modifier (+0) damage.
Increase damage to 2[W] + Strength modifier (+0)
at 21st level.
Special: You can use an unarmed attack as a
weapon to make a melee basic attack.

ATTACK

ACTION

Standard

Weapon

KEYWORDS

USED

KEYWORDS

Weapon

Ranged Basic Attack

Melee Basic Attack

vs
DEFENSE

Fort

TARGET

One creature

RANGE

Ranged 10

Sorcerer

ATTACK

DEFENSE

BOOK

PH2

USED

TARGET

You or one ally in burst

RANGE

Close burst 5 (10 at 11th level, 15 a

LEVEL

Bard

ACTION
vs

DEFENSE

Will

PH2

TARGET

One creature

RANGE

Ranged 5

BOOK

Bard

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

LEVEL

BOOK

Cli Lyre +3: +14 attack, 2d6+9 damage

PH2

USED

Attack: Charisma vs. Will


Hit: 2d6 + Charisma modifier (+6) psychic
damage, and the target takes a -2 penalty to
attack rolls until the end of your next turn. In
addition, an ally within 5 squares of you can make
a saving throw.

ATTACK

14

LEVEL

Arcane, Implement, Psychic


Standard

KEYWORDS

Dissonant Strain

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

Effect: The target can spend a healing surge and regain


additional hit points equal to your Charisma modifier (+6).
You also slide the target 1 square.
Level 6: 1d6 + Charisma modifier (+6) additional hit points.
Level 11: 2d6 + Charisma modifier (+6) additional hit points.
Level 16: 3d6 + Charisma modifier (+6) additional hit points.
Level 21: 4d6 + Charisma modifier (+6) additional hit points.
Level 26: 5d6 + Charisma modifier (+6) additional hit points.
Special: You can use this power twice per encounter, but only
once per round. At 16th level, you can use this power three
times per encounter, but only once per round.

vs

Arcane, Healing

ACTION

Minor

KEYWORDS

Majestic Word

AT-WILL POWER

CLASS

ADDITIONAL EFFECTS

USED

Attack: Charisma vs. Fortitude


Hit: 1d8 + Charisma modifier (+6) cold damage,
and you push the target 1 square.
Level 21: 2d8 + Charisma modifier (+6) cold
damage.
Special: This power can be used as a ranged basic
attack.

ATTACK

11

ACTION

10

Arcane, Cold, Implement

Standard

KEYWORDS

Dragonfrost

vs
DEFENSE

Will

10

TARGET

One creature

RANGE

Ranged 10

Standard
vs
DEFENSE

Will

10

TARGET

One creature

RANGE

BOOK

PH2

ENCOUNTER

PH2

TARGET

Each creature in burst

RANGE

USED

Area burst 1 within 10 squares

BOOK

Minor

UTILITY POWER
Falon T'selvin

LEVEL

BOOK

PH2

UTILITY POWER

Bard

Page 4

LEVEL

10

BOOK

AP

CLASS

Bard

CLASS

DAILY

RANGE

USED

ADDITIONAL EFFECTS

ENCOUNTER

AP

Close burst 5

BOOK

ADDITIONAL EFFECTS

Target: You and each ally in burst


Effect: Determine the highest AC, Fortitude, Reflex,
and Will among all the targets. Until the end of
your next turn, use these values for the
corresponding defenses of all the targets.

AT-WILL

ACTION

LEVEL

Effect: Until the end of your next turn, any ally


within 5 squares of you who hits an enemy gains
temporary hit points equal to 3 + your Constitution
modifier (+5).

DAILY

RANGE
AT-WILL

Personal

Minor
ACTION

Arcane

KEYWORDS

USED

KEYWORDS

Arcane

Mantle of Unity

DAILY POWER

Bard

Song of Conquest

DAILY POWER

DEFENSE

Will

10

Cli Lyre +3: +14 attack, 1d10+9 damage

CLASS

vs

CLASS

Bard

11

Attack: Charisma vs. Will


Hit: 1d10 + Charisma modifier (+6) damage.
Miss: Half damage.
Effect: The burst creates a zone of misfortune that lasts until the end of
your next turn. Choose one of the following misfortune effects; until
the end of your next turn, each enemy that starts its turn within the
zone is subject to that effect.
The enemy is slowed.
The enemy takes psychic damage equal to your Charisma modifier
(+6).
The enemy grants combat advantage to your allies.
Sustain Minor: The zone persists. You can choose a new misfortune
effect for the zone when you sustain this power.

ATTACK

14

ADDITIONAL EFFECTS

LEVEL

Standard
ACTION

ADDITIONAL EFFECTS

Cli Lyre +3: +14 attack, 0 damage

Attack: Charisma vs. Will


Hit: The target is dominated until the end of your
next turn.
Effect: The target makes a basic attack against an
enemy of your choice as a free action.

ATTACK

14

ACTION

TARGET

One creature

Arcane, Implement, Psychic, Zone

KEYWORDS

Arcane, Charm, Implement

USED

LEVEL

KEYWORDS

ENCOUNTER POWER

War Chanter

Symphony of Misfortune

Ranged 10

AP

Song of Discord

ENCOUNTER POWER

BOOK

CLASS

CLASS

Bard

DEFENSE

AC

RANGE

Melee weapon

Short sword: +14 attack, 1d6+6 damage

ADDITIONAL EFFECTS

LEVEL

vs

USED

Attack: Charisma vs. AC


Hit: 1[W] + Charisma modifier (+6) damage.
Effect: As a free action, an ally within 5 squares of
you can shift 3 squares and make a basic attack
against the target with a bonus to the attack roll
and the damage roll equal to your Constitution
modifier (+5).

ATTACK

14

ACTION

Standard

ADDITIONAL EFFECTS

Cli Lyre +3: +14 attack, 2d8+9 damage

Attack: Charisma vs. Will


Hit: 2d8 + Charisma modifier (+6) psychic
damage, and the target grants combat advantage
until the end of your next turn.

ATTACK

14

ACTION

Standard

Arcane, Weapon

KEYWORDS

USED

KEYWORDS

Arcane, Charm, Implement, Psychic

Victorious Smite

Timely Distraction

vs
DEFENSE

Will

TARGET

One creature

RANGE

Ranged 10

Bard

Arcane, Zone

ENCOUNTER

LEVEL

PH2

DAILY

RANGE

Close burst 5

BOOK

Bard

1
QUANTITY

PH2

TYPE

Wondrous Item

BOOK

ENCOUNTER

DAILY

One-hand

MAGIC ITEM

ITEM SLOT

WEIGHT

PRICE

13000

BOOK

Power (Daily): Standard Action. You and each ally


within 20 squares of you gain a +5 power bonus to
his or her next Bluff, Diplomacy, or Intimidate
check before the end of his or her next short rest
or extended rest.
Song of Rest: The power bonus equals +10.
Item Slot: One-hand

POWER

AT-WILL

Bards can use this item as an implement for bard


powers and bard paragon path powers. As an
implement, it grants a +3 enhancement bonus to
attack rolls and damage rolls, and it deals 3d6
extra damage on a critical hit.

PROPERTIES

12
LEVEL

SPEED

ENHANCEMENT

CHECK

LEVEL

+3 attack rolls and damage rolls

AC BONUS

Cli Lyre +3

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

USED

Effect: The burst creates a zone of inspirational


shouts that lasts until the end of your next turn.
When you move, the zone moves with you,
remaining centered on you. While within the zone,
any ally gains a +1 power bonus to attack rolls.
Sustain Minor: The zone persists.

AT-WILL

ACTION

Minor

KEYWORDS

Song of Courage

DAILY POWER

CLASS

ADDITIONAL EFFECTS

Cli Lyre +3: +14 attack, 2d6+9 damage

USED

Attack: Charisma vs. Will


Hit: 2d6 + Charisma modifier (+6) psychic
damage.
Effect: Until the end of the encounter, whenever
an ally hits the target, that ally regains hit points
equal to your Charisma modifier (+6).

ATTACK

14

ACTION

10

Arcane, Healing, Implement, Psychic

Standard

KEYWORDS

Stirring Shout

1
CHECK

alon T'selvin

MAGIC ITEM

WEIGHT

40

PRICE

9000

BOOK

MAGIC ITEM

Neck

WEIGHT

PRICE

Page 5

5000

BOOK

ITEM SLOT

Body

ITEM SLOT

DAILY

TYPE

Neck Slot Item

QUANTITY

Item Slot: Neck


Power (Daily Teleportation): Immediate Reaction.
Use this power when you are hit by an attack.
Teleport 5 squares and gain combat advantage
against the attacker until the end of your next turn.

ENCOUNTER

LEVEL

10

SPEED

Power (At-Will Polymorph): Minor Action. You can


transform this armor into a normal-looking set of clothes.
While in clothes form, the armor does not provide an
armor bonus, but neither does it impose an armor check
penalty or speed reduction. You can add this armor's
enhancement bonus to any Bluff check made to attempt
to disguise your appearance. You can change this armor
back into its true form as a minor action.

AT-WILL

PROPERTIES

ENHANCEMENT

+2 Fortitude, Reflex, and Will

AC BONUS

POWER

DAILY

TYPE

Armor

QUANTITY

Cape of the Mountebank +2

POWER

ENCOUNTER

11
LEVEL

+3 AC

AT-WILL

PROPERTIES

-1
SPEED

ENHANCEMENT

-1
CHECK

8
AC BONUS

Imposter's Braidmail Armor +3

ENCOUNTER

LEVEL

10

SPEED

DAILY

TYPE

Alchemical

QUANTITY

MAGIC ITEM

ITEM SLOT

WEIGHT

PRICE

200

BOOK

Power (Consumable Thunder): Standard Action.


Make an attack: Area burst 1 within 10; +13 vs.
Fortitude; on a hit, the target takes 1d4 thunder
damage, is pushed 1 square from the center of the
burst, and deafened (save ends).

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Thunderstone (level 10)

Initiative

DEX

1/2 LVL

16
1/4 HP

33

SURGE VALUE

1/2 HP

BLOODIED

MISC

11

USED

CURRENT SURGE USES

SURGES/DAY

Arcana
Athletics
Bluff
Diplomacy
Dungeoneering
Endurance
Heal
History
Insight
Intimidate
Nature
Perception
Religion
Stealth
Streetwise
Thievery

7
6
9
8
10
8
18
11
9
8
8
16
7
6
7

Gerik Desatysso

Acrobatics

SKILL NAME

16

BONUS

DEX

CHA

DEX

INT

WIS

WIS

CHA

WIS

INT

WIS

CON

WIS

CHA

CHA

STR

INT

DEX

11

11

5
11

TRND
(+5)

ABIL MOD
+ 1/2 LVL

SKILLS

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

ARMOR
PENALTY MISC

RESISTANCES Resist 10 To a damage type chosen from the following list at


the time the armor is created: acid, cold, fire, force, lightning, necrotic, poison,
psychic, thunder
CURRENT CONDITIONS AND EFFECTS

SAVING THROW MODS +1 to all saving throws

DEATH SAVING THROW FAILURES

TEMPORARY HIT POINTS

Class

AC

DEFENSE

FORT 15

REF

DEFENSE

15

CLASS

CLASS

CLASS

FEAT

FEAT

FEAT

MISC

MISC

MISC

MISC

Deity

MISC

MISC

MISC

MISC

Ioun

ACTION POINTS
1
2
3

ENH

ENH

ENH

ENH

Speed

1/2 LVL

+ 8

CLASS

PROF

ABIL

FEAT

AC
Ref

vs
vs

8
12

FEAT

FEAT

FEAT

ENH

ENH

1d4

1d4

2d4+8

FEATS

Common, Draconic

Page 1

LANGUAGES KNOWN

Improved Initiative - +4 to initiative checks


Fleet-Footed - +1 to speed

designate a creature as prey


Summoner's Slip

Bravo - Bravo: Training in Intimidate, 1/encounter,

Jack of All Trades - +2 to untrained skill checks

Human Perseverance - +1 to saving throws

tomes

Summoner's Action

choose from among these at each extended rest.

levels. Also, twice the daily and utility spells you can use;

Spellbook - Three 1st-level rituals, plus more at higher

Ritual Casting - Gain Ritual Caster as a bonus feat.

Implement Expertise (Tome) - +1 to attack rolls with

defenses
Cantrips - Use ghost sound, light, mage hand, and

Ritual Caster - Master and perform rituals


Careful Summoner - Summoned creatures gain +1 to

prestidigitation as at-will powers.

MISC

MISC

MISC

MISC

DAMAGE

MISC

MISC

ENH

ENH

11

SKILL BONUS

MISC

Magic Missile (Implement, Tom 2d4+6

Dagger (Range)

Dagger (Melee)

Magic Missile (Summoner's To

WEAPON OR POWER

BASIC ATTACKS

ABIL

Arcane Familiar - You gain a familiar

AC

Ref
vs

vs

DEFENSE

14

ATTACK

ABIL

Melee Basic Attack - Dagger

1d4

DAMAGE

ABILITY:

PROF

Magic Missile - Summoner's Tome +2

2d4+8

DAMAGE

CLASS

DAMAGE WORKSPACE

1/2 LVL

ATT BONUS

ABILITY:

ABIL

Melee Basic Attack - Dagger

+ 14
ABILITY:

10 +

ATTACK WORKSPACE

Passive Perception

BASE

10 +

ITEM

Passive Insight

ARMOR

RPGA Number

Magic Missile - Summoner's Tome +2


ATT BONUS

ABILITY:

BASE

SENSES

(Squares)

26,000
Total XP

PASSIVE SENSE

SPECIAL SENSES

18

21

SCORE

SPECIAL MOVEMENT

SCORE

MOVEMENT

Adventuring Company

Band of the Hand

Epic Destiny

Player Name

creatures summoned gain a bonus to damage rolls.

Tome of Binding - Encounter, free; with tome,

Staff of Defense, or Wand of Accuracy.

Arcane Implement Mastery - Choose Orb of Imposition,

CLASS / PATH / DESTINY FEATURES

Will.

Human Defense Bonuses - +1 to Fortitude, Reflex, and

power from your class.

Bonus At-Will Power - Know one extra 1st-level attack

Bonus Skill - Trained in one additional class skill.

Bonus Feat - Choose an extra feat at 1st level.

RACE FEATURES

Action Points

MILESTONES
0
1
2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

ACTION POINTS

WILL 15

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

23

DEFENSE

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

25

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

22

DEFENSE

15

FEAT

DEFENSES

Alignment

Unaligned

Paragon Path

Bonded Summoner

10 + ARMOR/
1/2 LVL ABIL CLASS

Weight

175 lb.

CONDITIONAL BONUSES

24

SCORE

Height

5'10"

Wizard

Gender

Male

MOD + 1/2 LVL

Age

46

HEALING SURGES

SECOND WIND 1/ENCOUNTER

CURRENT HIT POINTS

67

Charisma

HIT POINTS

-1

CHA

MAX HP

Wisdom

WIS

ABIL MOD

12

INT
Intelligence

Dexterity

Constitution

11

STR
Strength
CON

23

DEX

ABILITY SCORES
ABILITY

17

11

SCORE

CONDITIONAL MODIFIERS

SCORE

Size

INITIATIVE

Medium

Race

Level

Character Name

Human

11

Gerik Desatysso

Character Sheet

ENCOUNTER POWERS

UTILITY POWERS

Paragon (11-20)
Epic (21-30)

Expeditious Retreat
Disguise Self
Summon Hammerfist Crusher

Magic Circle
Hand of Fate
Arcane Mark
Unseen Servant

Adventurer's Kit
Alchemical Reagents (Arcana)
Everburning Torch
Sanctified Incense (Religion)

Gerik Desatysso

Encumbrance: 41 / 110

Stored money:

Money on hand: 3 pp

COINS AND OTHER WEALTH

Consult Mystic Sages

Dagger (E)

Comprehend Language

Make Whole

Milestone

Milestone

Milestone

Page 2

RITUALS / ALCHEMY
Tenser's Binding

Spellbook

OTHER EQUIPMENT

Heroic (1-10)

Summon Shadow Serpent

Summon Iron Cohort

Arcane Gate

Summon Abyssal Maw

Summon Arrowhawk

Animate Dead

Web

Summon Fire Warrior

Daily Item Powers Per Day

Lockburst Chalk (level 14) ()

Sleep

Potion of Vitality (paragon tier) ()

Summoner's Tome +2 (Off-hand) (E)

Amulet of the Void (E)

Githweave Armor of Necrotic Resistance +3 (E)

Fireball

WAIST

RING

RING

NECK

HEAD

HANDS

FEET

ARMS

Face of Death

DAILY POWERS

Planar Gateway Attack

Planar Gateway

Lightning Bolt

Shock Beetle Swarm

Astral Wasp

Storm Pillar

Scorching Burst

ARMOR

WEAPON

WEAPON

WEAPON

MAGIC ITEMS
Implement, Tome (Off-hand)

AT-WILL POWERS
WEAPON

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

Prestidigitation

Mage Hand

Light

Ghost Sound

Magic Missile

MAGIC ITEM INDEX

POWER INDEX

SESSION AND CAMPAIGN NOTES

COMPANIONS AND ALLIES

Arcane Mercenary
You work for pay. You'll take coin if that's all your patron has
to offer, but you prefer to be paid in magic. Magic items,
magical lore, magical secretsyou value these more than
gold.
More than any other form of payment, you want an artifact.
Gaining an artifact is your goal. You might even have a
specific artifact in mind.
You recognize that artifacts, as magical quasientities with

CHARACTER BACKGROUND

MANNERISMS AND APPEARANCE

PERSONALITY TRAITS

CHARACTER PORTRAIT

FAMILIAR

Gerik Desatysso

Senses: low-light vision


Speed: 2, fly 6 (hover)
Constant Benefits:
Owl's Counsel: Whenever you make an Insight check or
Perception check, add 1d4 to the result.
Active Benefits:
Owl's Eyes: As a standard action, you can see through your
familiar's eyes until the end of your next turn. You do not
gain the ability to cast spells or attack through the familiar,
and you determine if a target has cover and concealment
from you as normal, but you might spot an enemy coming
around a corner, or notice a foe hiding behind a wall.

A common symbol of wisdom and knowledge, owl familiars are


known for their good counsel and insight.

Category: Owl

Page 3

vs
DEFENSE

Reflex

20

TARGET

One creature

RANGE

Ranged 20

Minor

TARGET

USED

PH

vs
DEFENSE

10

TARGET

RANGE

Ranged 10

AT-WILL POWER

Gerik Desatysso

AT-WILL POWER

BOOK

AP

DEFENSE

Fort

10

PH

TARGET

One creature

RANGE

Ranged 10

BOOK

ENCOUNTER POWER

Wizard

Page 4

LEVEL

BOOK

AP

Summoner's Tome +2: +14 attack, 1d10+8 damage

CLASS

ATTACK

CLASS

Wizard

USED

Attack: Intelligence vs. Fortitude


Hit: 1d10 + Intelligence modifier (+6) damage.
Effect: You conjure an astral wasp that appears in 1
square within the target's space. It lasts until the end of
your next turn.
If the target moves out of the astral wasp's square, it
takes damage equal to your Constitution modifier (+3). If
the target ends its turn more than 2 squares away from
the astral wasp, it takes damage equal to your
Constitution modifier (+3).

vs

ADDITIONAL EFFECTS

LEVEL

ACTION

Standard
14

LEVEL

Arcane, Conjuration, Implement

ADDITIONAL EFFECTS

Effect: You conjure a pillar of crackling energy in


an unoccupied square within range. The pillar
occupies 1 square and lasts until the end of your
next turn. Each enemy that moves into a square
adjacent to the pillar takes 1d6 + your Intelligence
modifier (+6) lightning damage.
Level 21: 2d6 + Intelligence modifier (+6)
lightning damage.

ATTACK

ACTION

Standard

Arcane, Conjuration, Implement, Lightning

USED

Wizard

KEYWORDS

BOOK

KEYWORDS

Astral Wasp

LEVEL

Storm Pillar

AT-WILL POWER

Wizard

CLASS

DEFENSE

RANGE

Ranged 2

PH

CLASS

ATTACK

vs

BOOK

ADDITIONAL EFFECTS

TARGET

Standard
ACTION

ADDITIONAL EFFECTS

DEFENSE

RANGE

LEVEL

Effect: Use this cantrip to accomplish one of the effects given below.
Move up to 1 pound of material.
Create a harmless sensory effect, such as a shower of sparks, a puff of wind,
faint music, or a strong odor.
Color, clean, or soil items in 1 cubic foot for up to 1 hour.
Instantly light (or snuff out) a candle, a torch, or a small campfire.
Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
Make a small mark or symbol appear on a surface for up to 1 hour.
Produce out of nothingness a small item or image that exists until the end
of your next turn.
Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a
tool, or hinder another creature's actions. This cantrip cannot duplicate the
effect of any other power.
Special: You can have as many as three prestidigitation effects active at one
time.

vs

TARGET

One object or unoccupied square

RANGE

Ranged 10

Effect: You conjure a spectral, floating hand in an unoccupied


square within range. The hand picks up, moves, or manipulates an
adjacent object weighing 20 pounds or less and carries it up to 5
squares. If you are holding the object when you use this power,
the hand can move the object into a pack, a pouch, a sheath, or a
similar container and simultaneously move any one object carried
or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a
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
manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

ATTACK

ACTION

Arcane

KEYWORDS

Arcane, Conjuration

USED

AT-WILL POWER

KEYWORDS

Wizard

Prestidigitation

Ranged 5

PH

DEFENSE

Mage Hand

AT-WILL POWER

BOOK

CLASS

CLASS

Wizard

ADDITIONAL EFFECTS

LEVEL

vs

10

USED

Effect: You cause a sound as quiet as a whisper or


as loud as a yelling or fighting creature to emanate
from the target. You can produce nonvocal sounds
such as the ringing of a sword blow, jingling armor,
or scraping stone. If you whisper, you can whisper
quietly enough that only creatures adjacent to the
target can hear your words.

ATTACK

ACTION

Standard

ADDITIONAL EFFECTS

Summoner's Tome +2: +14 attack, 2d4+8 damage

Attack: Intelligence vs. Reflex


Hit: 2d4 + Intelligence modifier (+6) force
damage.
Increase damage to 4d4 + Intelligence modifier
(+6) at 21st level.
Special: This power counts as a ranged basic
attack. When a power allows you to make a ranged
basic attack, you can use this power.

ATTACK

14

ACTION

Standard

Arcane, Illusion

KEYWORDS

USED

KEYWORDS

Arcane, Force, Implement

Ghost Sound

Magic Missile

ATTACK

DEFENSE

TARGET

One object or unoccupied square

RANGE

Ranged 5

USED

Wizard

vs

DEFENSE

Reflex

BOOK

PH

RANGE
TARGET

Each creature in burst

USED

Area burst 1 within 10 squares

LEVEL

Wizard

ACTION

BOOK

PH

vs

DEFENSE

Fort

10

RANGE

Area burst 1 within 10 squares

TARGET

Each creature in burst

USED

Wizard

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

LEVEL

BOOK

AP

Summoner's Tome +2: +14 attack, 1d6+8 damage

Attack: Intelligence vs. Fortitude


Hit: 1d6 + Intelligence modifier (+6) lightning
damage, and you conjure a shock beetle in 1
square within the target's space. Each beetle lasts
until the end of your next turn. Each enemy that
starts its turn in or adjacent to at least 1 square
containing a shock beetle takes lightning damage
equal to your Constitution modifier (+3).

ATTACK

14

LEVEL

Arcane, Conjuration, Implement, Lightning


Standard

KEYWORDS

Shock Beetle Swarm

AT-WILL POWER

CLASS

ADDITIONAL EFFECTS

Summoner's Tome +2: +14 attack, 1d6+8 damage

Attack: Intelligence vs. Reflex


Hit: 1d6 + Intelligence modifier (+6) fire damage.
Increase damage to 2d6 + Intelligence modifier
(+6) at 21st level.

ATTACK

14

ACTION

10

Arcane, Fire, Implement


Standard

KEYWORDS

Scorching Burst

AT-WILL POWER

CLASS

ADDITIONAL EFFECTS

Effect: You cause the target to shed bright light.


The light fills the target's square and all squares
within 4 squares of it. The light lasts for 5 minutes.
Putting out the light is a free action.
Special: You can have only one light cantrip active
at a time. If you create a new light, your previously
cast light winks out.

vs

Arcane

ACTION

Minor

KEYWORDS

Light

vs
DEFENSE

Reflex

10

TARGET

One creature

RANGE

Ranged 10

vs
DEFENSE

10

TARGET

RANGE

Ranged 10

DEFENSE

TARGET

RANGE

Ranged 10

PH

USED

Gerik Desatysso

DAILY POWER

Wizard

LEVEL

BOOK

AP

DAILY POWER

Wizard

Page 5

LEVEL

BOOK

AP

CLASS

vs

10

BOOK

CLASS

ATTACK

ACTION

Minor

Arcane, Implement, Summoning

LEVEL

ADDITIONAL EFFECTS

TARGET

TARGET

Each creature in burst

RANGE

USED

ADDITIONAL EFFECTS

DEFENSE

RANGE

AP

Effect: You summon a Medium abyssal maw in an unoccupied


square within range. The maw has a speed of 6. You can give
the maw the following special commands.
Standard Action: Melee 1; targets one creature; Intelligence
vs. Reflex; 2d6 + Intelligence modifier (+6) damage.
Opportunity Attack: Melee 1; targets one creature;
Intelligence vs. Reflex; 1d8 + Intelligence modifier (+6)
damage. In addition, if an enemy adjacent to the maw makes
a melee attack that does not include the maw as a target, the
maw can make an opportunity attack against that enemy after
the enemy's attack is resolved.

vs

10

BOOK

Effect: You summon a Medium arrowhawk in an unoccupied


square within range. The arrowhawk has a speed of fly 8
(hover). It has a +2 bonus to AC and a +2 bonus to Reflex.
You can give the arrowhawk the following special commands.
Standard Action: Shift 3 squares and attack; melee 1;
targets one creature; Intelligence vs. Reflex; 1d10 +
Intelligence modifier (+6) damage, and the target is marked
by the arrowhawk until the end of your next turn.
Opportunity Attack: Melee 1; targets one creature;
Intelligence vs. Reflex; 1d10 + Intelligence modifier (+6)
damage, and the target is marked by the arrowhawk until the
end of your next turn.

ATTACK

ACTION

Minor

USED

KEYWORDS

Arcane, Implement, Summoning

KEYWORDS

DAILY POWER

Wizard

Summon Abyssal Maw

Ranged 10

AP

11

Area burst 2 within 20 squares

Summon Arrowhawk

DAILY POWER

BOOK

CLASS

DEFENSE

Reflex

20

LEVEL

Summoner's Tome +2: +14 attack, 0 damage

CLASS

LEVEL

vs

ADDITIONAL EFFECTS

Wizard

TARGET

RANGE

Ranged 10

Attack: Intelligence vs. Reflex


Hit: The target is immobilized (save ends).
Effect: The burst creates a zone of webs that fills
the area until the end of the encounter or for 5
minutes. The zone is considered difficult terrain.
Any creature that ends its move in the web is
immobilized (save ends).

ATTACK

14

ACTION

Standard

Arcane, Implement, Zone

ADDITIONAL EFFECTS

Effect: You summon a Medium fire warrior in an


unoccupied square within range. The fire warrior has a
speed of fly 6 (hover). It has a +2 bonus to AC and a +2
bonus to Fortitude. You can give the fire warrior the
following special commands.
Standard Action: Melee 1; targets one creature;
Intelligence vs. Reflex; 1d8 + Intelligence modifier (+6)
fire damage.
Opportunity Attack: Melee 1; targets one creature;
Intelligence vs. Reflex; 1d8 + Intelligence modifier (+6)
fire damage.

ATTACK

ACTION

Minor

KEYWORDS

Arcane, Fire, Implement, Summoning

USED

ENCOUNTER POWER

KEYWORDS

DEFENSE

Bonded Summoner

Web

PH

Summon Fire Warrior

ENCOUNTER POWER

BOOK

CLASS

CLASS

Wizard

ADDITIONAL EFFECTS

LEVEL

vs

10

USED

Effect: You conjure a planar gateway that occupies


1 square within range and lasts until the end of
your next turn. You can use the Planar Gateway
Attack power, using the gateway's square as the
origin square.

ATTACK

ACTION

Standard

ADDITIONAL EFFECTS

Summoner's Tome +2: +14 attack, 2d6+8 damage

Attack: Intelligence vs. Reflex


Hit: 2d6 + Intelligence modifier (+6) lightning
damage.
Effect: Make a secondary attack.
Secondary Targets: Two creatures within 10
squares of the primary target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier (+6) lightning
damage.

ATTACK

14

ACTION

Standard

Arcane, Conjuration, Implement

KEYWORDS

USED

KEYWORDS

Arcane, Implement, Lightning

Planar Gateway

Lightning Bolt

vs
DEFENSE

Reflex

TARGET

The triggering creature in burst

RANGE

Close burst 1

USED

Bonded Summoner

LEVEL

11

BOOK

AP

ATTACK

DEFENSE

TARGET

One dead creature

RANGE

Ranged 10

USED

Wizard

ACTION

vs

DEFENSE

Will

10

RANGE
TARGET

Each creature in burst

USED

Dragon 372

Area burst 1 within 10 squares

BOOK

Wizard

DAILY POWER

CLASS

ADDITIONAL EFFECTS

LEVEL

BOOK

AP

Summoner's Tome +2: +14 attack, 0 damage

Attack: Intelligence vs. Will


Hit: The target is immobilized (save ends).
First Failed Saving Throw: The target is helpless
(save ends).
Aftereffect: The target is slowed (save ends).
Miss: The target is immobilized (save ends).
Aftereffect: The target is slowed (save ends).

ATTACK

14

LEVEL

Arcane, Fear, Illusion, Implement


Standard

KEYWORDS

SPELLBOOK

Face of Death

DAILY POWER

CLASS

ADDITIONAL EFFECTS

Effect: You summon the animated corpse of one of your fallen


enemies in an unoccupied square within range. The
summoned creature is the same size as one dead creature
within the range of this power. The animated creature has
reach equal to the target creature's reach and speed 6. It has
a +2 bonus to AC and a +2 bonus to Fortitude. You can give
the animated creature the following special commands.
Standard Action: Targets one enemy in reach; Intelligence
vs. AC; 1d10 + Intelligence modifier (+6) necrotic damage.
Opportunity Attack: Targets one enemy in reach;
Intelligence vs. AC; 1d10 + Intelligence modifier (+6) necrotic
damage.

vs

10

Arcane, Implement, Necrotic, Summoning

ACTION

Minor

KEYWORDS

Animate Dead

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

Summoner's Tome +2: +14 attack, 3d6+8 damage

Requirement: You must be under the effect of the


Planar Gateway power.
Trigger: A creature starts its turn in the planar
gateway or enters a square adjacent to the planar
gateway
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier (+6) damage, and
you slide the target 3 squares.

ATTACK

14

Arcane, Conjuration, Implement

ACTION

Free

KEYWORDS

Planar Gateway Attack

vs
DEFENSE

Reflex

20

TARGET

Each creature in burst

RANGE

Area burst 3 within 20 squares

ENCOUNTER

Minor

PH

Minor

DAILY

RANGE

Gerik Desatysso

UTILITY POWER

Wizard

LEVEL

BOOK

AP

UTILITY POWER

Wizard

Page 6

LEVEL

BOOK

AP

CLASS

ENCOUNTER

CLASS

AT-WILL

Ranged 10

ADDITIONAL EFFECTS

DAILY

Minor
ACTION

USED

ADDITIONAL EFFECTS

ENCOUNTER

RANGE

AP

Effect: You summon a Small shadow serpent in an


unoccupied square within range. The shadow serpent
has a speed of 6. It has a +5 bonus to Stealth checks
and takes no penalty to Stealth checks for moving more
than 2 squares. You can give the shadow serpent the
following special command.
Minor Action: Until the end of your turn, you can see
through the shadow serpent's eyes. You cannot gain
line of sight or line of effect for your powers from the
serpent's square, but you can make Perception checks
from it to spot hidden objects or creatures.

BOOK

Effect: You summon a Small iron cohort in an


unoccupied square within the burst. The iron
cohort has a speed of 6 and has a +2 bonus to AC.
You can give the iron cohort the following special
command.
Immediate Interrupt: When you are targeted by
a ranged or melee attack and the iron cohort is
adjacent to you, the iron cohort becomes the
attack's target instead.

AT-WILL

ACTION

10

Arcane, Implement, Summoning

KEYWORDS

Arcane, Implement, Summoning

USED

10

KEYWORDS

UTILITY POWER

LEVEL

SPELLBOOK

Wizard

Summon Shadow Serpent

Close burst 2

BOOK

SPELLBOOK

Summon Iron Cohort

UTILITY POWER

LEVEL

CLASS

Wizard

CLASS

DAILY

ADDITIONAL EFFECTS

ENCOUNTER

RANGE

Ranged 10

USED

ADDITIONAL EFFECTS

10

PH

Effect: You summon a Medium hammerfist crusher


in an unoccupied square within range. The
hammerfist crusher has a speed of 3. It has a +2
bonus to AC and a +2 bonus to Fortitude. You can
give the crusher the following special command.
Standard Action: Melee 1; targets one object;
Intelligence vs. Reflex; 5d6 + Intelligence modifier
(+6) damage.

AT-WILL

ACTION

BOOK

Effect: You make yourself, your clothing, and your equipment


look different. You can take on the appearance of any creature
of similar build and size, including a specific individual whom
you've seen. You gain neither the abilities or mannerisms of the
chosen form, nor the tactile or audible properties of your form or
gear. For example, if you took on the illusion of a dwarf fighter
in plate armor, anyone touching you would realize you weren't
wearing plate armor, and you would not clank, creak, or jingle
as you walked. The illusion lasts for 1 hour, although you can
end it as a minor action. You must keep the same appearance
for the entire duration.
Anyone who attempts to see through your ruse makes an
Insight check opposed by your Bluff check, and you gain a +5
power bonus to your check.

DAILY

RANGE

AT-WILL

Personal

Minor
ACTION

Arcane, Implement, Summoning

KEYWORDS

Arcane, Illusion

USED

DAILY POWER

LEVEL

KEYWORDS

Wizard

Summon Hammerfist Crusher

PH

TARGET

Each creature in burst

Disguise Self

DAILY POWER

BOOK

CLASS

CLASS

Wizard

DEFENSE

Will

RANGE

Area burst 2 within 20 squares

Summoner's Tome +2: +14 attack, 0 damage

ADDITIONAL EFFECTS

LEVEL

vs

20

USED

Attack: Intelligence vs. Will


Hit: The target is slowed (save ends). If the target
fails its first saving throw against this power, the
target becomes unconscious (save ends).
Miss: The target is slowed (save ends).

ATTACK

14

ACTION

Standard

ADDITIONAL EFFECTS

Summoner's Tome +2: +14 attack, 3d6+8 damage

Attack: Intelligence vs. Reflex


Hit: 3d6 + Intelligence modifier (+6) fire damage.
Miss: Half damage.

ATTACK

14

ACTION

Standard

Arcane, Implement, Sleep

KEYWORDS

KEYWORDS

USED

SPELLBOOK

SPELLBOOK
Arcane, Fire, Implement

Sleep

Fireball
Arcane

ENCOUNTER

Wizard

ENCOUNTER

LEVEL

PH

DAILY

RANGE

Ranged 20

BOOK

USED

USED

Wizard

LEVEL

10

BOOK

PH

12
LEVEL

+3 AC

TYPE

Armor

QUANTITY

Body

MAGIC ITEM

ITEM SLOT

POWER

AT-WILL

WEIGHT

PRICE

13000

ENCOUNTER

BOOK

DAILY

Resist 10 to a damage type chosen from the


following list at the time the armor is created: acid,
cold, fire, force, lightning, necrotic, poison, psychic,
thunder.

PROPERTIES

SPEED

ENHANCEMENT

CHECK

0
AC BONUS

Githweave Armor of Necrotic Resistance

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

Target: Two unoccupied squares


Effect: You create a dimensional rift between the
two target squares that lasts until the end of your
next turn. Any creature that enters one of the
target squares can move to the other target square
as if it were adjacent to that square. A creature
cannot pass through the rift if either square is
occupied by another creature.
Sustain Minor: The rift persists.

AT-WILL

20

Arcane, Teleportation

ACTION

Minor

KEYWORDS

SPELLBOOK

Arcane Gate

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

DAILY

RANGE

Personal

Effect: Shift up to twice your speed.

AT-WILL

ACTION

Move

KEYWORDS

Expeditious Retreat

TYPE

Tome

QUANTITY

PRICE

5000

ENCOUNTER

LEVEL

14

SPEED

1
QUANTITY

DAILY

TYPE

Alchemical

BOOK

Gerik Desatysso

MAGIC ITEM

ITEM SLOT

WEIGHT

PRICE

800

BOOK

Power (Consumable): Standard Action. Make a


Thievery check on an adjacent locked object or a
locked object you are holding, gaining a +12 bonus
to the check instead of your normal check
modifiers. A successful check destroys the lock; a
failed check does not damage it.

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Lockburst Chalk (level 14)

MAGIC ITEM

MAGIC ITEM

Neck

ITEM SLOT

WEIGHT

ITEM SLOT

Off-hand

Item Slot: Neck

AT-WILL

Item Slot: Off-hand


Power (Daily Arcane, Implement, Summoning): Free
Action. Choose a power contained in this tome and
expend an unused wizard daily attack power of an
equal or higher level. You gain the use of the chosen
power during this encounter. The power is lost if you
do not use it before the end of the encounter.

DAILY

PROPERTIES

LEVEL

11

SPEED

PRICE

Page 7

9000

ENCOUNTER

WEIGHT

ENHANCEMENT

POWER

ENCOUNTER

CHECK

+3 Fortitude, Reflex, and Will

AC BONUS

Amulet of the Void

POWER

AT-WILL

When you hit with an opportunity attack using a conjuration or


summoning wizard power through this tome, the target takes extra
damage equal to this tome's enhancement bonus. This tome contains
two wizard daily summoning powers. Both powers must be of a level
equal to or lower than that of the tome. Choose these powers when
you acquire the tome; they cannot be changed later. You can add
these powers to your spellbook.

PROPERTIES

10
LEVEL

SPEED

ENHANCEMENT

CHECK

+2 attack rolls and damage rolls

AC BONUS

Summoner's Tome +2
1

BOOK

DAILY

TYPE

Neck Slot Item

QUANTITY

ENCOUNTER

LEVEL

15

SPEED

DAILY

TYPE

Potion

QUANTITY

MAGIC ITEM

ITEM SLOT

WEIGHT

PRICE

1000

BOOK

Power (Consumable Healing): Minor Action. Drink


the potion and spend a healing surge. Instead of
the hit points you would normally regain, you
regain 25 hit points and make one saving throw
against an effect on you that a save can end.

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Potion of Vitality (paragon tier)

Initiative
5

1/2 LVL

Charisma

18
1/4 HP

37

Arcana
Athletics
Bluff
Diplomacy
Dungeoneering
Endurance
Heal
History
Insight
Intimidate
Nature
Perception
Religion
Stealth
Streetwise
Thievery

5
6
4
4
14
5
9
5
9
4
16
16
5
15
4
10
Aaron

Acrobatics

15

SKILL NAME

DEX

CHA

DEX

INT

WIS

WIS

CHA

WIS

INT

WIS

CON

WIS

CHA

CHA

STR

INT

DEX

11

11

11

ABIL MOD
+ 1/2 LVL

SKILLS

CURRENT CONDITIONS AND EFFECTS

RESISTANCES

SAVING THROW MODS

DEATH SAVING THROW FAILURES

TEMPORARY HIT POINTS

BONUS

MISC

11

SURGES/DAY

-1

n/a

-1

n/a

n/a

n/a

n/a

n/a

n/a

n/a

-1

n/a

n/a

n/a

-1

n/a

-1

ARMOR
PENALTY MISC

USED

CURRENT SURGE USES

TRND
(+5)

SURGE VALUE

1/2 HP

BLOODIED

Class

AC

DEFENSE

FORT 15

REF

DEFENSE

15

CLASS

CLASS

CLASS

FEAT

FEAT

FEAT

MISC

MISC

MISC

MISC

MISC

MISC

MISC

MISC

ACTION POINTS
1
2
3

ENH

ENH

ENH

ENH

Deity

Corellon

Speed

16

SKILL BONUS

MISC

ABIL

CLASS

PROF

+ 5

ABIL

CLASS

PROF

FEAT

FEAT

AC

vs

11

FEAT

ENH

FEATS

Unarmed (Range)

Unarmed (Melee)

Prime Shot Greatbow +3

WEAPON OR POWER

BASIC ATTACKS

ABIL

ENH

MISC

MISC

1d4+6

1d4

1d12+9

DAMAGE

MISC

MISC

Elven Precision - +2 to reroll with elven accuracy


Sly Hunter - +3 damage with bow against isolated target
Opportunity Fire - Use bow or loaded crossbow to make

Page 1

LANGUAGES KNOWN
Common, Elven

attacks

opportunity attacks; these attacks don't provoke opportunity

Hunter's Aim - Ignore quarry's cover or concealment


before or after the action

accuracy

Wild Elf Luck - +1d4 bonus on reroll when using elven

the Greatbow.

Weapon Proficiency (Greatbow) - Gain proficiency with

action, make ranged basic attack with bow or crossbow

Rapid-Fire Action - When you spend action point to gain

+1 on ranged attacks against that target.

Prime Shot - If no allies are closer to target than you, get

round.

Bows.

Weapon Expertise (Bow) - Gain bonus to attack rolls with


Hunter's Quarry - Minor action, designate nearest enemy
you see as quarry; deal extra damage to quarry once per

d8s

Lethal Hunter - Hunter's Quarry damage dice increase to

Defensive Mobility - +2 to AC against opportunity attacks

vs

AC

AC
vs

vs

DEFENSE

17

ATTACK

1d4

DAMAGE

6
Melee Basic Attack - Unarmed

1d12+9
ABILITY:

FEAT

ABIL

DAMAGE

MISC

MISC

Ranged Basic Attack - Prime Shot Greatbow +3

ENH

ENH

ABILITY:

DAMAGE WORKSPACE

1/2 LVL

ATT BONUS

Melee Basic Attack - Unarmed

+ 17

1/2 LVL

Ranged Basic Attack - Prime Shot Greatbow +3


ATT BONUS

ABILITY:

10 +

ATTACK WORKSPACE

Passive Perception

BASE

ITEM

10 +

ARMOR

RPGA Number

Passive Insight

Low-light Vision

ABILITY:

BASE

SENSES

(Squares)

26,000
Total XP

PASSIVE SENSE

SPECIAL SENSES

26

19

SCORE

SPECIAL MOVEMENT

SCORE

MOVEMENT

Adventuring Company

The Band of the Hand

Epic Destiny

Player Name

bonus feat.

Archer Fighting Style - Gain Defensive Mobility as a

Fighting Style.

Fighting Style - Choose Archer Fighting Style or Two-Blade

CLASS / PATH / DESTINY FEATURES

when shifting multiple squares).

Wild Step - Ignore difficult terrain when shifting (even

Fey Origin - Your origin is fey, not natural

power.

Elven Accuracy - Use elven accuracy as an encounter

Perception.

Group Awareness - Non-elf allies within 5 get +1 to

shortbow.

Elven Weapon Proficiency - Proficient with longbow and

RACE FEATURES

Action Points

MILESTONES
0
1
2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

ACTION POINTS

WILL 15

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

19

DEFENSE

CONDITIONAL BONUSES

22

10 +
1/2 LVL ABIL

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

18

DEFENSE

+2 AC against opportunity attacks

15

FEAT

DEFENSES

Alignment

Good

Paragon Path

Sharpshooter

10 + ARMOR/
1/2 LVL ABIL CLASS

Weight

CONDITIONAL BONUSES

27

SCORE

Height

Ranger

Gender

Male

MOD + 1/2 LVL

Age

36

HEALING SURGES

HIT POINTS

SECOND WIND 1/ENCOUNTER

CURRENT HIT POINTS

74

MAX HP

-1

CHA

Wisdom

WIS

INT
Intelligence

Dexterity

ABIL MOD

19

11

DEX

23

Constitution

CON

STR
Strength

ABILITY

12

11

SCORE

DEX

ABILITY SCORES

CONDITIONAL MODIFIERS

11

SCORE

Size

INITIATIVE

Medium

Race

Level

Character Name

Elf

11

Aaron

Character Sheet

OTHER EQUIPMENT

Aaron

Encumbrance: 66 / 110

Stored money:

Money on hand: 0 gp

COINS AND OTHER WEALTH

Adventurer's Kit

Arrows

Prime Shift

Serpentine Dodge

Crucial Advice

UTILITY POWERS

Milestone
Milestone

Paragon (11-20)
Epic (21-30)

Page 2

RITUALS / ALCHEMY

Milestone

Heroic (1-10)

Daily Item Powers Per Day

Tattoo of Vengeance (heroic tier) ()

Close Quarters Shot

Potion of Clarity (level 15) ()

Potion of Vitality (paragon tier) () (2)

Wallwalkers (heroic tier) (E)

Breach Bracers (heroic tier) (E)

Summoned Earthhide Armor +3 (E)

Spitting-Cobra Stance

WAIST

RING

RING

NECK

HEAD

HANDS

FEET

ARMS

ARMOR

WEAPON

WEAPON

Split the Tree

Stab and Shoot

Biting Volley

Disruptive Strike

DAILY POWERS

ENCOUNTER POWERS
Two-Fanged Strike

Elven Accuracy

Nimble Strike

Twin Strike

WEAPON

MAGIC ITEMS
Prime Shot Greatbow +3 (E)

AT-WILL POWERS
WEAPON

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

Hunter's Quarry

MAGIC ITEM INDEX

POWER INDEX

SESSION AND CAMPAIGN NOTES

COMPANIONS AND ALLIES

Occupation - Military
You served in a military organization, such as an army or a
city guard. Were you conscripted, or did you volunteer?
What was your rank? How did you leave the service? If you
haven't left, describe the circumstances under which you still
serve while also adventuring.

CHARACTER BACKGROUND

MANNERISMS AND APPEARANCE

PERSONALITY TRAITS

CHARACTER PORTRAIT

Aaron

vs

DEFENSE

AC
TARGET

One creature

RANGE

Melee weapon

DEFENSE

AC
TARGET

One creature

RANGE

Ranged weapon

Standard
vs

DEFENSE

AC

TARGET

One or two creatures

RANGE
DEFENSE

AC

TARGET

One creature

RANGE

Ranged weapon

BOOK

vs

DEFENSE

AC

TARGET

One creature

RANGE

DEFENSE

AC

PH

TARGET

The attacking creature

RANGE

Melee or Ranged weapon

BOOK

ENCOUNTER POWER

LEVEL

BOOK

PH

ENCOUNTER POWER

Ranger

Page 3

LEVEL

BOOK

PH

CLASS

ADDITIONAL EFFECTS

Prime Shot Greatbow +3: +17 attack, 1d12+9


damage

CLASS

Ranger

USED

+2d8 to damage once per round (Hunter's Quarry)


+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+3 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance
(heroic tier).

vs

Trigger: You or an ally is attacked by a creature


Attack: Strength vs. AC (melee) or Dexterity vs. AC
(ranged)
Hit: 1[W] + Strength modifier (+0) damage
(melee) or 1[W] + Dexterity modifier (+6) damage
(ranged). The target takes a penalty to its attack
roll for the triggering attack equal to 3 + your
Wisdom modifier (+4).

ATTACK

17

ACTION

Martial, Weapon

LEVEL

+2d8 to damage once per round (Hunter's Quarry)


+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+3 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance
(heroic tier).

ADDITIONAL EFFECTS

Prime Shot Greatbow +3: +17 attack, 1d12+9 damage

Requirement: You must be wielding two melee


weapons or a ranged weapon.
Attack: Strength vs. AC (melee; main weapon and offhand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] + Strength modifier (+0) damage (melee) or
1[W] + Dexterity modifier (+6) damage (ranged) per
attack. If both attacks hit, you deal extra damage equal
to your Wisdom modifier (+4).

ATTACK

17

ACTION

Standard

USED

KEYWORDS

Martial, Weapon

KEYWORDS

AT-WILL POWER

Ranger

Disruptive Strike

Melee or Ranged weapon

PH

Two-Fanged Strike

AT-WILL POWER

BOOK

CLASS

CLASS

LEVEL

+2d8 to damage once per round (Hunter's Quarry)


+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+3 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance
(heroic tier).

Ranger

ADDITIONAL EFFECTS

Prime Shot Greatbow +3: +17 attack, 1d12+9


damage

USED

+2d8 to damage once per round (Hunter's Quarry)


+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+3 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance
(heroic tier).

vs

Special: Shift 1 square before or after you attack.


Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier (+6) damage.
Increase damage to 2[W] + Dexterity modifier
(+6) at 21st level.

ATTACK

17

ACTION

Standard

Martial, Weapon

LEVEL

ADDITIONAL EFFECTS

Prime Shot Greatbow +3: +17 attack, 1d12+3


damage

Requirement: You must be wielding two melee


weapons or a ranged weapon.
Attack: Strength vs. AC (melee; main weapon and
off-hand weapon) or Dexterity vs. AC (ranged),
two attacks
Hit: 1[W] damage per attack.
Increase damage to 2[W] at 21st level.

ATTACK

17

ACTION

USED

KEYWORDS

Martial, Weapon

KEYWORDS

AT-WILL POWER

Nimble Strike

Melee or Ranged weapon

BOOK

Twin Strike

AT-WILL POWER

CLASS

LEVEL

CLASS

ADDITIONAL EFFECTS

Prime Shot Greatbow +3: +17 attack, 1d12+9 damage


+2d8 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+3 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance
(heroic tier).

vs

Attack: Dexterity vs. AC


Hit: 1[W] + Dexterity modifier (+6) damage. Increase
damage to 2[W] + Dexterity modifier (+6) at 21st
level.
Special: Weapons with the heavy thrown property use
Strength instead of Dexterity for attack rolls and
damage rolls. Warlocks can use eldritch blast as a
ranged basic attack, and wizards can use magic missile
as a ranged basic attack.

ATTACK

17

ACTION

Standard

USED

+2d8 to damage once per round (Hunter's Quarry)


+3 to damage rolls against that enemy until the end of the encounter
when a non-minion enemy scores a critical hit against you and deals
damage - Tattoo of Vengeance (heroic tier).

ADDITIONAL EFFECTS

Attack: Strength vs. AC


Hit: 1[W] + Strength modifier (+0) damage.
Increase damage to 2[W] + Strength modifier (+0)
at 21st level.
Special: You can use an unarmed attack as a
weapon to make a melee basic attack.

ATTACK

ACTION

Standard

Weapon

KEYWORDS

USED

KEYWORDS

Weapon

Ranged Basic Attack

Melee Basic Attack

vs
DEFENSE

TARGET

RANGE

USED

vs
DEFENSE

LEVEL

PH

TARGET

RANGE

Personal

BOOK

Racial Power

vs

DEFENSE

Reflex

BOOK

PH

RANGE

Ranged weapon

TARGET

One or two creatures

LEVEL

Ranger

ENCOUNTER POWER

CLASS

LEVEL

BOOK

MP

USED

USED

+2d8 to damage once per round (Hunter's Quarry)


+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+3 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance
(heroic tier).

ADDITIONAL EFFECTS

Prime Shot Greatbow +3: +17 attack, 1d12+9


damage

Attack: Dexterity vs. Reflex, two attacks. Each


attack can score a critical hit on a roll of 1820.
Hit: 1[W] + Dexterity modifier (+6) damage per
attack.

ATTACK

17

ACTION

Martial, Weapon
Standard

KEYWORDS

Biting Volley

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

Effect: Reroll an attack roll. Use the second roll,


even if it's lower.

ATTACK

ACTION

Free

KEYWORDS

Elven Accuracy

AT-WILL POWER

CLASS

ADDITIONAL EFFECTS

You can designate one enemy as your quarry at a time.


Level : Hunter's Quarry Extra Damage
1st10th : +1d6
11th20th : +2d6
21st30th : +3d6

The hunter's quarry effect remains active until the end of the encounter, until
the quarry is defeated, or until you designate a different target as your quarry.

You can designate the nearest enemy to you that you can see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals extra
damage based on your level. The extra damage is based on your level. If you
can make multiple attacks in a round, you decide which attack to apply the extra
damage to after all the attacks are rolled. If you have dealt Hunter's Quarry
damage since the start of your turn, you cannot deal it again until the start of
your next turn.

ATTACK

ACTION

Minor

KEYWORDS

Hunter's Quarry

Aaron

vs

DEFENSE

TARGET

One creature

RANGE

Melee 1

Standard
vs
DEFENSE

AC

TARGET

One adjacent enemy

RANGE

Ranger

PH

DAILY

USED

Ranger

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

LEVEL

10

BOOK

MP

Effect: Until the stance ends, you can shift a


number of squares equal to your Wisdom modifier
(+4) as a move action whenever you hit an enemy
with a ranged attack that has the bonus from the
Prime Shot class feature.

AT-WILL

RANGE

BOOK

Personal
ENCOUNTER

Minor

Martial, Stance

LEVEL

ACTION

KEYWORDS

Prime Shift

DAILY POWER

CLASS

+2d8 to damage once per round (Hunter's Quarry)


+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+3 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance
(heroic tier).

ADDITIONAL EFFECTS

Prime Shot Greatbow +3: +17 attack, 4d12+9


damage

Attack: Dexterity vs. AC. This attack does not


provoke opportunity attacks.
Hit: 4[W] + Dexterity modifier (+6) damage.
Miss: Half damage.

ATTACK

17

ACTION

ENCOUNTER

LEVEL

PH

DAILY

RANGE

Ranged 5

BOOK

Ranger

LEVEL

PH

25/50
RANGE

CRITICAL

+3d6 damage

BOOK

Two-Hands

MAGIC WEAPON

ITEM SLOT

POWER

AT-WILL

WEIGHT

PRICE

Page 4

13000

ENCOUNTER

BOOK

DAILY

Ranged Basic Attack: +17 attack, 1d12+9 damage

You deal +2 damage if no ally is closer to the


target than you are.
Load Free

PROPERTIES

12
LEVEL

ENHANCEMENT

GROUP

Bow

+3 attack rolls and damage rolls

2
PROFICIENT

1d12
DAMAGE

Prime Shot Greatbow +3

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

USED

Trigger: An ally within range that you can see or


hear makes a skill check using a skill in which
you're trained
Effect: Grant the ally the ability to reroll the skill
check, with a power bonus equal to your Wisdom
modifier (+4).

AT-WILL

ACTION

Martial

KEYWORDS

Martial, Weapon

USED

DAILY POWER

KEYWORDS

Ranger

Crucial Advice

Ranged 1

MP

Close Quarters Shot

ENCOUNTER POWER

BOOK

CLASS

11

TARGET

+2d8 to damage once per round (Hunter's Quarry)


+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+3 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance
(heroic tier).

CLASS

Sharpshooter

DEFENSE

AC

RANGE

Ranged weapon

Prime Shot Greatbow +3: +17 attack, 2d12+9


damage

ADDITIONAL EFFECTS

LEVEL

vs

USED

Attack: Dexterity vs. AC. Make two attack rolls,


take the higher result, and apply it to both targets.
Hit: 2[W] + Dexterity modifier (+6) damage.

ATTACK

17

ACTION

Standard

ADDITIONAL EFFECTS

Requirement: You must be wielding a bow or a


crossbow.
Hit: 1[W] + Dexterity modifier (+6) damage, and
the target is dazed until the end of your turn. Make
a secondary attack.
Secondary Target: One creature other than the
primary target in weapon range
Secondary Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier (+6) damage.

ATTACK

ACTION

Standard

Martial, Weapon

KEYWORDS

USED

KEYWORDS

Martial, Weapon

Split the Tree

Stab and Shoot

ATTACK

DEFENSE

TARGET

RANGE

Personal

Ranger

Martial

ENCOUNTER

LEVEL

MP

DAILY

RANGE

Personal

BOOK

USED

USED

Ranger

LEVEL

ENCOUNTER

LEVEL

11

SPEED

TYPE

Armor

QUANTITY

Body

MAGIC ITEM

ITEM SLOT

WEIGHT

25

PRICE

9000

BOOK

Power (At-Will): Minor Action. You banish this


armor to a secure extradimensional location. At
any point in the future, unless you are wearing
armor, you can use another minor action to recall
the armor. The armor appears on you as though
you had donned it normally.

POWER

AT-WILL

PROPERTIES

+3 AC

-1
CHECK

ENHANCEMENT

AC BONUS

MP

DAILY

BOOK

Summoned Earthhide Armor +3

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

Requirement: You must be within 2 squares of at


least two enemies.
Effect: You can shift a number of squares equal to
1 + your Wisdom modifier (+4). Until the end of
your next turn, you gain a power bonus to all
defenses equal to the number of enemies you were
adjacent to at any time during this shift.

AT-WILL

ACTION

Move

KEYWORDS

Serpentine Dodge

DAILY POWER

CLASS

ADDITIONAL EFFECTS

Effect: Until the stance ends, you can make a


ranged basic attack as an opportunity action
against any enemy within 5 squares of you that
moves closer to you.

vs

Martial, Stance, Weapon

ACTION

Minor

KEYWORDS

Spitting-Cobra Stance

Aaron

LEVEL

10

SPEED

TYPE

Feet Slot Item

QUANTITY

WEIGHT

PRICE

5000

BOOK

LEVEL

SPEED

TYPE

Wondrous Item

QUANTITY

MAGIC ITEM

ITEM SLOT

POWER

AT-WILL

WEIGHT

PRICE

1000

ENCOUNTER

BOOK

DAILY

When a non-minion enemy scores a critical hit


against you and deals damage, you gain a +3
bonus to damage rolls against that enemy until the
end of the encounter.

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Tattoo of Vengeance (heroic tier)

MAGIC ITEM

Feet

PRICE

1000

ENCOUNTER

LEVEL

SPEED

1
QUANTITY

DAILY

TYPE

Arms Slot Item

BOOK

Arms

MAGIC ITEM

ITEM SLOT

WEIGHT

PRICE

Page 5

1000

BOOK

Item Slot: Arms


Power (Daily): Free Action. Use this power when
you hit with a melee attack. The target of the
attack gains vulnerable 5 against the next attack
that hits it before the end of your next turn.

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Breach Bracers (heroic tier)

MAGIC ITEM

WEIGHT

ITEM SLOT

DAILY

ITEM SLOT

ENCOUNTER

TYPE

Potion

Power (Consumable Healing): Minor Action. Drink


the potion and spend a healing surge. Instead of
the hit points you would normally regain, you
regain 25 hit points and make one saving throw
against an effect on you that a save can end.

AT-WILL

2
QUANTITY

Item Slot: Feet


Power (Daily): Minor Action. Walk on walls as if
they were horizontal surfaces until the end of the
encounter.

DAILY

LEVEL

15

SPEED

POWER

ENCOUNTER

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Potion of Vitality (paragon tier)

POWER

AT-WILL

If you begin your turn standing on a horizontal surface,


you can walk on walls as if they were horizontal
surfaces. If you are not on a horizontal surface
sufficient to bear your weight at the end of your move,
you fall to the ground, taking damage accordingly.

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Wallwalkers (heroic tier)

ENCOUNTER

LEVEL

15

SPEED

DAILY

TYPE

Potion

QUANTITY

MAGIC ITEM

ITEM SLOT

WEIGHT

PRICE

1000

BOOK

Power (Consumable): Minor Action. Drink this


potion and spend a healing surge. You do not
regain hit points as normal. Instead, once during
this encounter as a free action, you can reroll a
d20 roll you just made, gaining a +3 bonus on the
reroll. You must use the result of the reroll.

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Potion of Clarity (level 15)

Initiative

DEX

1/2 LVL

Charisma

21
1/4 HP

Arcana
Athletics
Bluff
Diplomacy
Dungeoneering
Endurance
Heal
History
Insight
Intimidate
Nature
Perception
Religion
Stealth
Streetwise
Thievery

14
4
4
14
12
7
5
7
9
7
12
5
12
4
7

Tiefon the Dwarf

Acrobatics

SKILL NAME

BONUS

DEX

CHA

DEX

INT

WIS

WIS

CHA

WIS

INT

WIS

CON

WIS

CHA

CHA

STR

INT

DEX

10

ABIL MOD
+ 1/2 LVL

SKILLS

CURRENT CONDITIONS AND EFFECTS

RESISTANCES

MISC

SURGES/DAY

-1

n/a

-1

n/a

n/a

n/a

n/a

n/a

n/a

n/a

-1

n/a

n/a

n/a

-1

n/a

-1

ARMOR
PENALTY MISC

USED

CURRENT SURGE USES

TRND
(+5)

SAVING THROW MODS +5 Racial bonus against poison

DEATH SAVING THROW FAILURES

TEMPORARY HIT POINTS

10

HEALING SURGES

42

Class

215 lb.

AC

DEFENSE

FORT 15

REF

DEFENSE

15

CLASS

CLASS

CLASS

FEAT

FEAT

FEAT

MISC

MISC

MISC

MISC

MISC

MISC

MISC

MISC

+ 16

ABIL

CLASS

PROF

FEAT

ABIL

FEAT

ENH

AC

FEAT

FEATS

Handaxe (Range)

Handaxe (Melee)

Spiderkissed Waraxe +3

Dynamic Waraxe +3

WEAPON OR POWER

BASIC ATTACKS

ABIL

ENH

ENH

ENH

MISC

MISC

MISC

1d6+7

1d6+7

1d12+10

1d12+10

DAMAGE

MISC

MISC

MISC

initiative
spend an action point

Common, Dwarven

Page 1

LANGUAGES KNOWN

Quick Draw - Draw a weapon with attack action, +2 to

Prime Punisher - Use Prime Shot with melee attacks

designate a creature as prey


Strength of the Earth - Spend a healing surge when you

Bravo - Bravo: Training in Intimidate, 1/encounter,

d8s

Lethal Hunter - Hunter's Quarry damage dice increase to

Weapon Focus (Axe) - Gain +1 damage per tier with Axes.

turn it into a normal hit on a 10 or higher

Stonebones - Roll a d20 when you take a critical hit and

+1 on ranged attacks against that target.

Prime Shot - If no allies are closer to target than you, get

round.

with axes and hammers

Dwarven Weapon Training - +2 damage and proficiency


Hunter's Quarry - Minor action, designate nearest enemy
you see as quarry; deal extra damage to quarry once per

Axes.

Weapon Expertise (Axe) - Gain bonus to attack rolls with

Toughness - Gain 5 additional hit points per tier

vs

AC

vs

13
13

AC

AC
vs

vs

DEFENSE

16

16

FEAT

Melee Basic Attack - Spiderkissed Waraxe +3

1d12+10

ATTACK

PROF

Melee Basic Attack - Dynamic Waraxe +3

1d12+10

DAMAGE

CLASS

DAMAGE WORKSPACE

1/2 LVL

ATT BONUS

ABILITY:

ABIL

as off-hand weapon; gain Toughness as a bonus feat.

Two-Blade Fighting Style - Wield one-handed weapon

Fighting Style.

Fighting Style - Choose Archer Fighting Style or Two-Blade

CLASS / PATH / DESTINY FEATURES

prone.

move. Immediate saving throw to avoid being knocked

Stand Your Ground - Can move 1 less when forced to

Dwarven Resilience - Second wind is minor action.

your speed. (Other effects still can.)

Encumbered Speed - Armor or heavy load doesn't reduce

1/2 LVL

12

SKILL BONUS

MISC

Melee Basic Attack - Spiderkissed Waraxe +3

+ 16
ABILITY:

10 +

ATTACK WORKSPACE

Passive Perception

BASE

10 +

ITEM

Passive Insight

ARMOR

RPGA Number

Melee Basic Attack - Dynamic Waraxe +3


ATT BONUS

ABILITY:

BASE

SENSES

(Squares)

MOVEMENT

26,000
Total XP

PASSIVE SENSE

Low-light Vision

DAMAGE

poison.

Speed

SPECIAL SENSES

22

17

SCORE

Dwarven Weapon Proficiency - Proficient with hammers.


Cast-Iron Stomach - +5 bonus to saving throws against

The Band of the Hand


Adventuring Company

SPECIAL MOVEMENT

SCORE

ABILITY:

ACTION POINTS
1
2
3

ENH

ENH

ENH

ENH

Moradin
Deity

Epic Destiny

Player Name

RACE FEATURES

Action Points

MILESTONES
0
1
2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

ACTION POINTS

WILL 15

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

17

DEFENSE

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

19

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

21

DEFENSE

15

FEAT

DEFENSES

Alignment

Good

Paragon Path

Firstborn of Moradin

10 + ARMOR/
1/2 LVL ABIL CLASS

Weight

CONDITIONAL BONUSES

23

SCORE

Height

4'7"

Ranger

Gender

Male

MOD + 1/2 LVL

Age

67

SURGE VALUE

1/2 HP

BLOODIED

SECOND WIND 1/ENCOUNTER

CURRENT HIT POINTS

85

MAX HP

-1

CHA

9
HIT POINTS

Wisdom

WIS

ABIL MOD

14

INT
Intelligence

Dexterity

Constitution

17

STR
Strength
CON

11

DEX

ABILITY SCORES
ABILITY

13

21

SCORE

CONDITIONAL MODIFIERS

10

SCORE

INITIATIVE

Medium
Size

Race

Level

Character Name

Dwarf

11

Tiefon the Dwarf

Character Sheet

COINS AND OTHER WEALTH

OTHER EQUIPMENT

UTILITY POWERS

Tiefon the Dwarf

Encumbrance: 96 / 210

Stored money:

Money on hand: 0 gp

Handaxe

Adventurer's Kit

Hunting Party

Boundless Energy

Fox Shift

Swirling Leaves of Steel

Two-Wolf Pounce

Jaws of the Wolf

Receive the Charge

Sweeping Whirlwind

Cut and Run

DAILY POWERS

ENCOUNTER POWERS
Two-Fanged Strike

Hit and Run

Twin Strike

Milestone
Milestone

Paragon (11-20)
Epic (21-30)

Page 2

RITUALS / ALCHEMY

Milestone

Daily Item Powers Per Day

Tempest Whetstone (heroic tier) ()

Potion of Vitality (paragon tier) () (2)

Ironskin Belt (heroic tier) (E)

Horned Helm (heroic tier) (E)

Shared Suffering Hide Armor +2 (E)

Spiderkissed Waraxe +3 (E)

Heroic (1-10)

WAIST

RING

RING

NECK

HEAD

HANDS

FEET

ARMS

ARMOR

WEAPON

WEAPON

WEAPON

MAGIC ITEMS
Dynamic Waraxe +3 (E)

AT-WILL POWERS
WEAPON

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

Hunter's Quarry

MAGIC ITEM INDEX

POWER INDEX

SESSION AND CAMPAIGN NOTES

COMPANIONS AND ALLIES

Geography - Mountains
You were raised among the cold, craggy peaks of a
mountain range. How often did you visit the lowlands as you
were growing up? What brought you out of the mountains to
become an adventurer?

CHARACTER BACKGROUND

MANNERISMS AND APPEARANCE

PERSONALITY TRAITS

CHARACTER PORTRAIT

vs

DEFENSE

AC
TARGET

DEFENSE

AC
TARGET

One creature

RANGE

Ranged weapon

Standard
vs

DEFENSE

AC

TARGET

TARGET

One creature

RANGE

vs

DEFENSE

AC

TARGET

PH

TARGET

Each enemy in burst

RANGE

Close burst 1

BOOK

Tiefon the Dwarf

ENCOUNTER POWER

LEVEL

BOOK

PH

ENCOUNTER POWER

Ranger

Page 3

LEVEL

BOOK

PH

CLASS

ADDITIONAL EFFECTS

CLASS

Ranger

USED

Dynamic Waraxe +3: +16 attack, 1d12+10 damage


Spiderkissed Waraxe +3: +16 attack, 1d12+10
damage

+2d8 to damage once per round (Hunter's Quarry)

DEFENSE

AC

+2d8 to damage once per round (Hunter's Quarry)

ADDITIONAL EFFECTS

Dynamic Waraxe +3: +16 attack, 1d12+10 damage


Spiderkissed Waraxe +3: +16 attack, 1d12+10 damage

vs

LEVEL

Requirement: You must be wielding two melee


weapons.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+5) damage, and you
push the target a number of squares equal to your
Wisdom modifier (+2) and it is knocked prone.

ATTACK

16

ACTION

RANGE
One or two creatures

Standard

Martial, Weapon
Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or


a ranged weapon.
Attack: Strength vs. AC (melee; main weapon and off-hand
weapon) or Dexterity vs. AC (ranged), two attacks
Special: After the first or the second attack, you can shift a
number of squares equal to 1 + your Wisdom modifier (+2).
Hit: 1[W] + Strength modifier (+5) damage (melee) or 1
[W] + Dexterity modifier (+3) damage (ranged) per attack.

ATTACK

16

ACTION

Standard

Martial, Weapon

USED

AT-WILL POWER

Ranger

KEYWORDS

PH

KEYWORDS

BOOK

Sweeping Whirlwind

Cut and Run

AT-WILL POWER

LEVEL

CLASS

ADDITIONAL EFFECTS

CLASS

Ranger

USED

Dynamic Waraxe +3: +16 attack, 1d12+10 damage


Spiderkissed Waraxe +3: +16 attack, 1d12+10
damage
+2d8 to damage once per round (Hunter's Quarry)

DEFENSE

AC

BOOK

Melee weapon

+2d8 to damage once per round (Hunter's Quarry)

ADDITIONAL EFFECTS

Dynamic Waraxe +3: +16 attack, 1d12+5 damage


Spiderkissed Waraxe +3: +16 attack, 1d12+5
damage

vs

LEVEL

Attack: Strength vs. AC


Hit: 1[W] + Strength modifier (+5) damage.
Increase damage to 2[W] + Strength modifier (+5)
at 21st level.
Effect: If you move in the same turn after this attack,
leaving the first square adjacent to the target does
not provoke an opportunity attack from the target.

ATTACK

16

RANGE
One or two creatures

Standard
ACTION

Melee or Ranged weapon

Requirement: You must be wielding two melee


weapons or a ranged weapon.
Attack: Strength vs. AC (melee; main weapon and
off-hand weapon) or Dexterity vs. AC (ranged),
two attacks
Hit: 1[W] damage per attack.
Increase damage to 2[W] at 21st level.

ATTACK

16

ACTION

Martial, Weapon

KEYWORDS

USED

KEYWORDS

Martial, Weapon

Hit and Run

AT-WILL POWER

Twin Strike

AT-WILL POWER

BOOK

CLASS

CLASS

LEVEL

+2d8 to damage once per round (Hunter's Quarry)


+1 to attack rolls if none of your allies are closer to the target Prime Shot.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+2d8 to damage once per round (Hunter's Quarry)


+1d6 to damage rolls when charging.

Handaxe: +13 attack, 1d6+7 damage

Dynamic Waraxe +3: +16 attack, 1d12+10


damage
Spiderkissed Waraxe +3: +16 attack, 1d12+10
damage

vs

USED

Attack: Dexterity vs. AC


Hit: 1[W] + Dexterity modifier (+3) damage.
Increase damage to 2[W] + Dexterity modifier
(+3) at 21st level.
Special: Weapons with the heavy thrown property
use Strength instead of Dexterity for attack rolls
and damage rolls. Warlocks can use eldritch blast
as a ranged basic attack, and wizards can use
magic missile as a ranged basic attack.

ATTACK

13

ACTION

RANGE
One creature

Standard

Melee weapon

Attack: Strength vs. AC


Hit: 1[W] + Strength modifier (+5) damage.
Increase damage to 2[W] + Strength modifier (+5)
at 21st level.
Special: You can use an unarmed attack as a
weapon to make a melee basic attack.

ATTACK

16

ACTION

Standard

Weapon

KEYWORDS

USED

KEYWORDS

Weapon

Ranged Basic Attack

Melee Basic Attack

vs
DEFENSE

TARGET

RANGE

USED

vs

DEFENSE

AC

BOOK

PH

TARGET

One creature

RANGE

Melee or Ranged weapon

LEVEL

USED

Ranger

vs

DEFENSE

AC

BOOK

PH

RANGE

Melee weapon

TARGET

The triggering enemy

LEVEL

USED

Firstborn of Moradin

ENCOUNTER POWER

CLASS

LEVEL

11

BOOK

PH2

+2d8 to damage once per round (Hunter's Quarry)

ADDITIONAL EFFECTS

Dynamic Waraxe +3: +16 attack, 2d12+10


damage
Spiderkissed Waraxe +3: +16 attack, 2d12+10
damage

Trigger: An enemy enters a square adjacent to you


Effect: Before the attack, you shift 1 square.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier (+5) damage.

ATTACK

16

Weapon

ACTION

KEYWORDS

Receive the Charge

ENCOUNTER POWER

CLASS

+2d8 to damage once per round (Hunter's Quarry)

ADDITIONAL EFFECTS

Dynamic Waraxe +3: +16 attack, 1d12+10 damage


Spiderkissed Waraxe +3: +16 attack, 1d12+10 damage

Requirement: You must be wielding two melee


weapons or a ranged weapon.
Attack: Strength vs. AC (melee; main weapon and offhand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] + Strength modifier (+5) damage (melee) or
1[W] + Dexterity modifier (+3) damage (ranged) per
attack. If both attacks hit, you deal extra damage equal
to your Wisdom modifier (+2).

ATTACK

16

ACTION

Martial, Weapon
Standard

KEYWORDS

Two-Fanged Strike

AT-WILL POWER

CLASS

ADDITIONAL EFFECTS

You can designate one enemy as your quarry at a time.


Level : Hunter's Quarry Extra Damage
1st10th : +1d6
11th20th : +2d6
21st30th : +3d6

The hunter's quarry effect remains active until the end of the encounter, until
the quarry is defeated, or until you designate a different target as your quarry.

You can designate the nearest enemy to you that you can see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals extra
damage based on your level. The extra damage is based on your level. If you
can make multiple attacks in a round, you decide which attack to apply the extra
damage to after all the attacks are rolled. If you have dealt Hunter's Quarry
damage since the start of your turn, you cannot deal it again until the start of
your next turn.

ATTACK

ACTION

Minor

KEYWORDS

Hunter's Quarry

vs

DEFENSE

AC
TARGET

One creature

RANGE

Melee weapon

DEFENSE

AC
TARGET

One creature

RANGE

Melee weapon

MP

RANGE

CRITICAL

MAGIC WEAPON
Tiefon the Dwarf

WEIGHT

10

PRICE

9000

BOOK

MAGIC WEAPON

One-hand

WEIGHT

PRICE

Page 4

10

13000

BOOK

ITEM SLOT

One-hand

ITEM SLOT

DAILY

Power (At-Will Poison): Free Action. All damage


dealt by this weapon is poison damage. Another
free action returns the damage to normal.
Power (Daily): Free Action. Use this power when
you hit with the weapon. The target is slowed
(save ends). First Failed Save: The target is
immobilized (save ends).

ENCOUNTER

Power (Encounter Polymorph): Minor Action.


Change the weapon into a different weapon from
any melee category (simple, military, or superior).
This effect lasts until the end of the encounter, or
until you end it as a minor action.

AT-WILL
POWER

DAILY
POWER

ENCOUNTER

Melee Basic Attack: +16 attack, 1d12+10 damage

AT-WILL

+3d6 poison damage

RANGE

Melee Basic Attack: +16 attack, 1d12+10 damage

LEVEL

12

GROUP

MP

Versatile

ENHANCEMENT

+3 attack rolls and damage rolls

PROFICIENT

BOOK

Versatile

1d12
DAMAGE

Axe

LEVEL

Spiderkissed Waraxe +3

UTILITY POWER

Ranger

PROPERTIES

CRITICAL

+3d6 damage

BOOK

USED

PROPERTIES

11
LEVEL

ENHANCEMENT

GROUP

Axe

+3 attack rolls and damage rolls

2
PROFICIENT

1d12
DAMAGE

Dynamic Waraxe +3

UTILITY POWER

LEVEL

CLASS

Ranger

CLASS

DAILY

RANGE

ADDITIONAL EFFECTS

ENCOUNTER

PH

Personal

BOOK

ADDITIONAL EFFECTS

AT-WILL

Trigger: You roll an Endurance check and dislike


the result
Prerequisite: You must be trained in Endurance.
Effect: Reroll the Endurance check. You decide
whether to make the reroll before the DM
announces the result.

Free
ACTION

Martial

LEVEL

Trigger: You hit a target with a melee attack and


the target is marked by an ally
Effect: You can shift 1 square, and you gain a +2
power bonus to all defenses against your target's
attacks until the end of your next turn.

DAILY

RANGE

AT-WILL

Personal

Free
ACTION

Martial

USED

DAILY POWER

Ranger

KEYWORDS

PH

KEYWORDS

BOOK

Boundless Energy

ENCOUNTER

Fox Shift

DAILY POWER

LEVEL

CLASS

Ranger

CLASS

ADDITIONAL EFFECTS

Dynamic Waraxe +3: +16 attack, 2d12+10 damage


Spiderkissed Waraxe +3: +16 attack, 2d12+10 damage

+2d8 to damage once per round (Hunter's Quarry)

vs

USED

Requirement: You must be wielding two melee weapons.


Special: You can shift 2 squares before making this attack.
Attack: Strength vs. AC, two attacks (main weapon and off-hand
weapon)
Hit: 2[W] + Strength modifier (+5) damage (main weapon) and 1
[W] + Strength modifier (+5) damage (off-hand weapon).
Effect: After attacking the primary target, you can shift 2 squares
and make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 2[W] damage (off-hand weapon).

ATTACK

16

ACTION

Standard

+2d8 to damage once per round (Hunter's Quarry)

ADDITIONAL EFFECTS

Dynamic Waraxe +3: +16 attack, 2d12+10 damage


Spiderkissed Waraxe +3: +16 attack, 2d12+10
damage

Requirement: You must be wielding two melee


weapons.
Attack: Strength vs. AC (main weapon and off-hand
weapon), two attacks
Hit: 2[W] + Strength modifier (+5) damage per
attack.
Miss: Half damage per attack.

ATTACK

16

ACTION

Standard

Martial, Weapon

KEYWORDS

USED

KEYWORDS

Martial, Weapon

Two-Wolf Pounce

Jaws of the Wolf

vs
DEFENSE

AC

TARGET

Ranger

Martial, Stance

ENCOUNTER

LEVEL

PH

DAILY

RANGE

Personal

BOOK

USED

Ranger

LEVEL

10

ENCOUNTER

LEVEL

10

SPEED

TYPE

Armor

QUANTITY

Body

MAGIC ITEM

ITEM SLOT

WEIGHT

25

PRICE

5000

BOOK

Power (Encounter): Immediate Reaction. Use this


power when an attack gives you ongoing damage.
The attacker gains an equal amount of untyped
ongoing damage (save ends).

POWER

AT-WILL

PROPERTIES

+2 AC

-1
CHECK

ENHANCEMENT

AC BONUS

MP

DAILY

BOOK

Shared Suffering Hide Armor +2

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

Effect: Until the stance ends, each time you miss


your quarry with an attack, you can choose an ally
within 5 squares of the quarry. If that ally hits the
quarry before the start of your next turn, the ally's
attack deals extra damage equal to your Hunter's
Quarry damage.

AT-WILL

ACTION

Minor

KEYWORDS

Hunting Party

DAILY POWER

CLASS

+2d8 to damage once per round (Hunter's Quarry)

Dynamic Waraxe +3: +16 attack, 2d12+10


damage
Spiderkissed Waraxe +3: +16 attack, 2d12+10
damage
ADDITIONAL EFFECTS

USED

Each enemy in burst you can see

RANGE

Close burst 1

Requirement: You must be wielding two melee


weapons.
Hit: 2[W] + Strength modifier (+5) damage.
Attack: Strength vs. AC
Miss: Half damage.

ATTACK

16

ACTION

Martial, Weapon

Standard

KEYWORDS

Swirling Leaves of Steel

PRICE

1000

BOOK

ENCOUNTER

LEVEL

10

SPEED

DAILY

TYPE

Whetstones

QUANTITY

Tiefon the Dwarf

MAGIC ITEM

ITEM SLOT

WEIGHT

PRICE

200

BOOK

Power (Consumable Lightning): Minor Action.


Touch this whetstone to a melee or ranged
weapon you hold. Until the end of the encounter,
any successful attack with the weapon deals an
extra 2 lightning damage to each enemy within 2
squares of the target; the target of the attack does
not take this damage.

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Tempest Whetstone (heroic tier)

MAGIC ITEM

WEIGHT

MAGIC ITEM

Waist

WEIGHT

PRICE

Page 5

1000

BOOK

ITEM SLOT

DAILY

TYPE

Waist Slot Item

QUANTITY

ITEM SLOT

ENCOUNTER

LEVEL

SPEED

Item Slot: Waist


Power (Daily): Minor Action. Gain resist 5 to all
weapon damage until the end of your next turn.

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Power (Consumable Healing): Minor Action. Drink


the potion and spend a healing surge. Instead of
the hit points you would normally regain, you
regain 25 hit points and make one saving throw
against an effect on you that a save can end.

DAILY

TYPE

Potion

QUANTITY

POWER

ENCOUNTER

LEVEL

15

SPEED

Ironskin Belt (heroic tier)

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Potion of Vitality (paragon tier)

LEVEL

SPEED

AT-WILL

Head

MAGIC ITEM

ITEM SLOT

Item Slot: Head

POWER

WEIGHT

PRICE

1800

ENCOUNTER

1
QUANTITY

BOOK

DAILY

TYPE

Head Slot Item

Your charge attacks deal +1d6 damage.

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Horned Helm (heroic tier)

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