TAMOACHAN PJs

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THE HIDDEN SHRINE OF TAMOACHAN

PINCHGUT THE THIEF


Craven thief with an eye for gold — and a heart of one, too. What he steals he (mostly) gives to those in need,
and there are so many need folks (and so much gold in Tamoachan, it is said!)

CHARACTER: ABILITIES: Base: Mod: Save: SKILLS:


Race: Dwarf STRENGTH: 13 +1 +1 —
Class: Male DEXTERITY: 16 +3 +6 Acrobatics +6, Sleight of hand +9, Stealth +9
Background: Criminal CONSTITUTION: 18 +4 +4 —
Home: The Great City INTELLIGENCE: 10 +0 +3 History (stonework only)+6
Level: 7 / 25000XP WISDOM: 14 +2 +2 Perception +8
Proficiency Bonus: +3 CHARISMA: 14 +2 +2 Deception +5, Persuasion +5

PERSONALITY:
• I’d rather make a new friend than a new enemy. • I’m guilty of a terrible crime. I hope to redeem myself.
• I steal from the wealthy to give to people in need. • I turn tail and run when things look bad.

COMBAT:
INSPIRATION: 1 INITIATIVE: d20+3 HIT DICE: [1d8+4] x 7 MAX HIT POINTS: 52
MOVE: 25’/5 squares ATTACKS PER ROUND: 1 HIT DICE USED: O O O O O O O
PASSIVE PERCEPTION: 18 MELEE ATTACK: +4 (+6 finesse) HIT POINTS LOST:
PASSIVE INSIGHT: 12 RANGED ATTACK: +6 (+4 thrown) BLOODIED: 26

WEAPONS & ARMOR:


Armor Class: 16 Armour Worn: Mithral Chain Shirt (no penalty Stealth)
Weapons: Attack Damage Crit (20) Range Notes
• Percy the Pickaxe (see below) d20+5 to hit 1d6+5 P 2d6+7 P — Light
• Light Crossbow d20+6 to hit 1d8+3 P 2d8+3 P 80/320 Loading, 2-handed
• Dagger d20+6 to hit 1d4+3 P 2d4+3 P 20/60 Finesse, light

COMBAT OPTIONS:
• CUNNING ACTION Bonus Action each Round: Can take the following Bonus Action:
Dash, Disengage, or Hide, Sleight of Hand, Disarm Trap, Open Lock, or Use an Object.
• SNEAK ATTACK +4d6 to Sneak Attacks: Attack must be Ranged or Finesse.
Must have Advantage on attack OR target must have an enemy adjacent to them.
• UNCANNY DODGE When you are hit by attack you can see: use reaction to halve the damage against you.
• EVASION When making Dex Save to avoid Damage: No Damage if successful, halve damage if not.

ABILITIES:
• Proficiencies: simple wpns, 1-H axes, hammers and swords, light and medium armor, smith’s and thieves tools, dice
• Languages: Common, Dwarven, Thieves Cant
• Dwarf: Darkvision: 60’ Poison Resilience: Advantage to Saves vs Poison, Resistance to Poison Damage
• Burglar: Climb at normal speed, running jump increases by Dex Mod
• Dungeon Delver: Advantage to detect Secret Doors and Saves vs Traps; Resistance vs Trap Damage; Search for Traps at
Normal Movement.

EQUIPMENT: 15gp
• Percy the Piercing Pickaxe • Mithral Chain Shirt (hidden) • Goggles of Microvision (Adv to Investigation with 1’).
• Dagger • Crowbar • Thieves’ Tools • Smith’s Tools.
• Traveller’s Pack (50’ rope, bedroll, tinderbox, mug, bowl, spoon, sacks x2, torches x 5, rations x 5)

Percy the Piercing Pickaxe: +1 to hit and damage rolls, and +7 Piercing damage on a nat 20.
+ 3 to hit and damage vs constructs, and +14 damage to constructs on a nat 20. If Construct ends with ≤25 HP, it is destroyed.
Percy might possibly be sentient; Pinchgut talks to the weapon as though it is.
THE HIDDEN SHRINE OF TAMOACHAN

HORHOG THE BARBARIAN


A giant northerner famed for his skill with sword and booming laugh… not bad for a guy with a terminal disease...

CHARACTER: ABILITIES: Base: Mod: Save: SKILLS: (d20)


Race: Human STRENGTH: 18 +4 +7 Athletics +6
Class: Barbarian DEXTERITY: 12 +1 +2 —
Background: Outlander CONSTITUTION: 16 +3 +6 —
Home: Distant North INTELLIGENCE: 10 +0 +1 Nature +2
Level: 7 / 25000XP WISDOM: 10 +0 +1 Animal Handling +2, Perception +2, Survival +2
Proficiency Bonus: +3 CHARISMA: 12 +1 +2 —

PERSONALITY:
• I watch over my friends and make them safe. • If I dishonor myself I dishonor my clan.
• An injury to the land is an injury to me. • No room for caution in life.

COMBAT: INSPIRATION: 1 INITIATIVE: d20+1 HIT DICE: [d12+3] x 7 MAX HIT POINTS: 98
MOVE: 40’/8 squares ATTACKS PER ROUND: 2 HIT DICE USED: O O O O O O O
PASSIVE PERCEPTION: 12 MELEE ATTACK: +7 (+4 finesse) HIT POINTS LOST:
PASSIVE INSIGHT: 10 RANGED ATTACK: +4 (+7 thrown) BLOODIED: 48

WEAPONS & ARMOR: ARMOR CLASS: 15 (16 when Parrying) Unarmored Defense: AC= 10 + Dex + Con + Shield
Weapons: Attack Damage Crit (20) Range Notes
• Greatsword d20+10 to hit d12+6 2d12+6 — 2-handed
• Greatsword+Fellhand d20+5 to hit d12+16 2d12+16 — 2-handed
• Greatsword+Fellhand+Rage d20+5 to hit d12+18 2d12+18 — 2-handed
• Dagger d20+7 to hit d4+4 2d4+4 20/60 light, thrown
• Bear Trap d20+5 to hit 2d6+3 4d6+3 — Perception vs
Survival

COMBAT OPTIONS:
• RECKLESS 1) Reckless Attack: gain Advantage on first melee attack, but all attacks against you are at Advantage.
• BLADE MASTER 1) Can Parry as Reaction: +1 to Armor Class til next turn.
2) Attacks of Opportunity with blades: gain Advantage.
• FELLHAND 1) When you land a Crit attack or drop enemy to 0 HP: gain a single melee attack as bonus action.
2) Fellhand Attack: Can take penalty of -5 to hit but gain +10 damage.
• RAGE!!!: 4 Rages per Long Rest. Enter Rage as bonus action. Lasts 1 minute or til KO’d or if your turn ends and you
haven’t attacked a hostile creature since your last turn or taken damage since then. Can end rage on your turn as a bonus
action.
When Enraged: 1) Gain Advantage on Strength checks and Strength saving throws.
2) Gain +2 damage on Strength based melee weapon attacks.
3) Resistance (half damage) to bludgeoning, piercing, and slashing damage.
4) Frenzy: Gain single melee attack as bonus action for duration of Rage.
5) Mindless Rage: Can’t be charmed or frightened while Raging.

ABILITIES:
• Proficiencies: Light and medium armor, shields, all weapons; singer Languages: Common, Dwarven
• Background: Wanderer: Excellent memory for maps & geography. Can find food and water for 6 people when possible.
• Danger Sense: Advantage to Dex Saves vs Danger you can see or sense.

EQUIPMENT: 10gp
• Magic Greatsword +2 • Potion of Healing (2d8+4) • Ring of Protection +1
• 2 Bear Traps • Fur Cloak and Pelts • Dagger
• Traveller’s Pack (50’ rope, bedroll, tinderbox, mug, bowl, spoon, sacks x2, torches x 5, rations x 5)
THE HIDDEN SHRINE OF TAMOACHAN

DENDREK THE FIGHTER


Seafaring slayer who lost an eye but gained a sense of humour. What he’d give to get his eye back though...

CHARACTER: ABILITIES: Base: Mod: Save: SKILLS:


Race: Human STRENGTH: 18 +4 +7 Athletics +7, +6 to all other Str checks
Class: Fighter DEXTERITY: 16 +3 +3 +5 to all Dex checks
Background: Sailor CONSTITUTION: 17 +3 +6 +5 to all Con checks
Home: The Salty Seaport INTELLIGENCE: 12 +1 +1 History +4
Level: 7 / 25000XP WISDOM: 10 +0 +0 Survival +3, Perception +3
Proficiency Bonus: +3 CHARISMA: 16 +3 +3 —

PERSONALITY:
• I work hard to play harder. • I was cheated of a huge spoil once… but never again.
• Respect is what binds a captain and his crew. • I follow orders even if I think they’re wrong.

COMBAT:
INSPIRATION: 1 INITIATIVE: d20+3 HIT DICE: [d10+4] x 7 MAX HIT POINTS: 86
MOVE: 30’/6 squares ATTACKS PER ROUND: 2 HIT DICE USED: O O O O O O O
PASSIVE PERCEPTION: 13 MELEE ATTACK: +7 (+6 finesse) HIT POINTS LOST:
PASSIVE INSIGHT: 10 RANGED ATTACK: +6 (+7 thrown) BLOODIED: 43

WEAPONS & ARMOR: Armor Class: 14 (15 when fighting with two weapons) Armour Worn: Leather
Weapons: Attack Damage Crit (19-20) Range Notes
• Heavy cutlass d20+8 to hit 1d8+5 S 2d8+5 S — versatile (1d10)
• 2 x handaxes (melee/thrown) d20+7/+6 to hit 1d6+4/+3 S 2d6+4/+3 S 20/60 light, thrown
• belaying pin (club) d20+7 to hit 1d4+4 B 2d4+4 B — light

COMBAT OPTIONS:
• SECOND WIND Bonus action to regain 1d10+7 Hit Points. 1 per Short Rest.
• ACTION SURGE Take one extra action on top of standard and bonus actions. 1 per Short Rest.
• TWO WEAPONS1) Defensive Weapon: +1 to Armor Class when fighting with two weapons.
2) Fast Draw: Draw/stow two weapons at once instead of one. 2nd Weapon does not need to be light.
• SENTINEL 1) Provoker: Creatures provoke Opportunity Attacks even when they Disengage.
2) Opportunist: If adjacent enemy attacks another target you gain melee attack against them as a reaction.
3) Stay Here: When you hit an enemy with and Opportunity Attack they can’t move for the rest of the turn.

ABILITIES:
• Proficiencies: all armour, shields, weapons, navigator’s tools, vehicles (water) Languages: Common, Aquatic
• Background: Ship’s Passage - when you need to you can secure free passage for yourself and your adventuring
companions. Because you’re calling in a favour, you can’t be certain of a schedule or route that will meet your need.
• Remarkable Athlete: add Str Mod to running long jump distances.
• Permanent Injury: Lost an Eye: Disadvantage on sight based Perception checks and Ranged Attacks.

EQUIPMENT: 10gp
• 2 x magic heavy cutlasses +1 • Gem of Seeing (in eyesocket) • Potion of Healing (2d8+4) • Dagger
• Leather jerkin • Scrimshaw horn. • Telescope (ignores Lost Eye penalty).
• Traveller’s Pack (50’ rope, bedroll, tinderbox, mug, bowl, spoon, sacks x2, torches x 5, rations x 5)

Gem of Seeing: 3 charges. Regain 1d3 charges at dawn. Action to use 1 charge, gain truesight 120’ for 10 mins. Truesight can
see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on
saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic.
Furthermore, the creature can see into the Ethereal Plane.
THE HIDDEN SHRINE OF TAMOACHAN

RIFF RAFF THE RANGER


Once a lonely street kid, now cursed to wear the form of a scarfaced rat. He would do anything to return to his human form.

CHARACTER: ABILITIES: Base: Mod: Save: SKILLS:


Race: Human STRENGTH: 12 +1 +4 Athletics +4
Class: Ranger DEXTERITY: 18 +4 +7 Sleight of Hand +7, Stealth +7
Background: Urchin CONSTITUTION: 16 +3 +3 —
Home: The Great City INTELLIGENCE: 10 +0 +0 —
Level: 7 / 25000XP WISDOM: 15 +2 +2 Animal Handling +5, Perception +5, Survival +5
Proficiency Bonus: +3 CHARISMA: 12 +1 +1 —

PERSONALITY:
• I eat like a pig and have bad manners. • I escaped poverty by robbing a Prince. Now I’m wanted.
• I’m gonna prove I’m worthy of a better life. • It’s not stealing if I need it more than someone else.

COMBAT: INSPIRATION: 1 INITIATIVE: d20+4 HIT DICE: [d10+2] x 7 MAX HIT POINTS: 82
MOVE: 25’/5 squares ATTACKS PER ROUND: 2 HIT DICE USED: HIT POINTS LOST:
PASSIVE PERCEPTION: 12 MELEE ATTACK: +4 (+7 finesse) OOOOOOO
PASSIVE INSIGHT: 10 RANGED ATTACK: +9 (+6 thrown) BLOODIED: 41

WEAPONS & ARMOR: Armor Class: 18 Armour Worn: Banded Armor +2


Weapons: Attack Damage Crit (20) Range Notes
• Heavy Crossbow +1 d20+10 to hit 1d10+5 P 2d10+5 100/400 heavy, loading, 2-handed
- w/ Sharpshooter d20+5 to hit 1d10+15 P 2d10+15 100/400 heavy, loading, 2-handed
• Short Sword d20+7 to hit 1d6+4 P 2d6+4 — finesse, light
• Dagger d20+7 to hit 1d4+4 P 2d4+4 20/60 finesse, light

COMBAT OPTIONS:
• SHARPSHOOTER No penalty to long range, ignore ½ and ¾ cover. Take -5 penalty to hit = gain +10 damage.
• X-BOW EXPERT Ignore the loading property of crossbows. Can fire within 5’ without Disadvantage.
• SLAYER 1/Turn, 1 attack does +1d8 damage against an injured target.
• ESCAPE THE HORDE Opportunity Attacks against you are at Disadvantage.

ABILITIES:
• Proficiencies: Light & medium armor, shields, simple & martial weapons, disguise kit, thieves’ tools, artisan’s tools.
• Languages: Common, Dwarven, Aberrant
• Favored Enemy (Humans, Dwarves, Aberrations): Advantage to Tracking and Knowledge checks, speak their language
• Natural Explorer (Urban, Underground): +2 to Int or Wis skills in terrain. When traveling, difficult terrain no prob, can’t
become lost, always alert to danger, food x2 when foraging, when tracking: number, size, and time of passage
• Ranger 3rd: Primeval Awareness: spend 1 spell slot, sense if aberrations, celestials, dragons, elementals, fey, fiends, or
undead are within 1 mile, or 6 miles if within favored terrain.
• Permanent Injury: Hideous Scars: Advantage to Intimidation checks, Disadvantage to Persuasion checks

EQUIPMENT: 10gp
• Banded Armor +2 • Cap of Water Breathing • Crossbow +1 AMMO: 20 Bolts.
• Dagger • Short Sword • Pet rat called... “ ”
• Traveler’s Pack (50’ rope, bedroll, tinderbox, mug, bowl, spoon, sacks x2, torches x 5, rations x 5)

RIFF RAFF THE CURSED RANGER


MAGIC: Spell Save DC: 13 Spell Attacks: +5 Spells Known: 5 Spell Slots: 1st: 4 2nd: 3
Spell Slots Used: 1st: 4: O O O O 2nd: 3: O O O

• Hunter’s Mark: Level: 1 Cast: 1 bonus action // Range: 90 // Components: V // Duration: concentration, up to 1 hour
Target takes +1d6 damage from your weapons, Advantage to Perception and Tracking the target
• Hail of Thorns: Level: 1 Cast: 1 bonus action // Range: self // Components: V // Duration: concentration, up to 1 minute
THE HIDDEN SHRINE OF TAMOACHAN

On successful attack, all within 5’ of target take 1d10/spell slot Piercing damage. Dex Save for half damage.
• Longstrider: Level: 1 Cast: 1 action // Range: touch // Components: V, S, M (pinch of dirt) // Duration: 1 hour
+10 to Target’s speed
• Darkvision: Level: 2 Cast: 1 action // Range: touch // Components: V, S, M (agate) // Duration: 8 hours
Gain Darkvision 60’.
• Lesser Restoration: Level: 2 Cast: 1 action // Range: touch // Components: V, S // Duration: instantaneous
Ends either one disease or one condition (blinded, deafened, paralysed, or poisoned) that is affecting the target.
THE HIDDEN SHRINE OF TAMOACHAN

XYLA THE WIZARD


A powerful wizard in her own right, Xyla works towards freeing her old master from his infernal bonds.

CHARACTER: ABILITIES: Base: Mod: Save: SKILLS:


Race: Human STRENGTH: 13 +1 +2 —
Class: Wizard DEXTERITY: 16 +3 +4 —
Background: Sage CONSTITUTION: 16 +3 +4 —
Home: Island Abbey INTELLIGENCE: 20 +5 +9 Arcana +8, History +8, Investigation +8, Religion +8
Level: 7 / 25000XP WISDOM: 18 +4 +8 Insight +7
Proficiency Bonus: +3 CHARISMA: 16 +3 +4 —

PERSONALITY:
• I’ve read every book in the world’s greatest libraries — honest. • I work to preseve my master’s library.
• Nothing should fetter the infinite possibilities of existence. • I am easily distracted by the promise of information.

COMBAT: INSPIRATION: 1 INITIATIVE: d20+3 HIT DICE: [1d6+3] x 7 MAX HIT POINTS: 56
MOVE: 30’/6 squares ATTACKS PER ROUND: 1 HIT DICE USED: HIT POINTS LOST:
PASSIVE PERCEPTION: 17 MELEE ATTACK: +4 (+6 finesse) OOOOOOO
PASSIVE INSIGHT: 17 RANGED ATTACK: +6 (+4 thrown) BLOODIED: 28

WEAPONS & ARMOR: Armor Class: 14 Armour Worn: Skirt of Protection +1


Weapons: Attack Damage Crit Range Notes
• Staff of Striking d20+7 to hit 1d6+4 2d6+4 — versatile (1d8)
- Staff has 10 charges. When you hit, can spend up to 3 charges, each doing +1d6 force damage. Regains 1d6+4 charges at
dawn. If last charge is spent, roll d20. If 1 rolled, staff loses its magic.

ABILITIES:
• Proficiencies: daggers, darts, slings, quarterstaffs, light crossbows,
• Languages: Common, Abyssal, Celestial, Under Common, Draconic, Infernal, Primordial
• Linguist: you can create written cyphers. Others can’t decypher a code you create unless you teach them, they
succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus) or they use magic to
decypher it.
• Class 1st: Spellcasting
• Class 1st: Arcane Recovery - once per day when you finish a short rest, you can choose expended spell slots to
recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up).
• Arcane Tradition - School of Abjuration
• Arcane Ward - When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the
spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice
your wizard level + your Intelligence modifier (19 Hit Points). Whenever you take damage, the ward takes the damage
instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it
can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a
number of hit points equal to twice the level of the spell. Once you create the ward, you can’t create it again until you finish a
long rest.
• Projected Ward - when a creature within 30 feet of you takes damage, you can use your reaction to cause your Arcane
Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining
damage.

EQUIPMENT: 10gp
• Staff of Striking • Skirt of Protection +1 • ink and quill • knife
• letter from a dead colleague (her master detailing his plight)
• Traveller’s Pack (50’ rope, bedroll, tinderbox, mug, bowl, spoon, sacks x2, torches x 5, rations x 5)

XYLA THE WIZARD


MAGIC: Spell Save DC: 18 Spell Attacks: +5 Spell Slots: Cantrips: 4 1st: 4 2nd: 3 3rd: 3 4th: 1
Spell Slots Used: 1st: 4: O O O O 2nd: 3: O O O 3rd: 3: O O O 4th: 1: O
THE HIDDEN SHRINE OF TAMOACHAN

* indicates spell has been prepared at start of adventure

• Cantrip - Light
• Cantrip - Mage Hand
• Cantrip - Acid Splash
• Cantrip - Ray of Frost

• 1st - Alarm
• 1st - Burning Hands *
• 1st - Comprehend Languages *
• 1st - Magic Missile *
• 1st - Mage Armour *
• 1st - Sleep *
• 1st - Fog Cloud
• 1st - Shield *

• 2nd - Blur
• 2nd - Hold Person *
• 2nd - Web
• 2nd - Spider Climb *

• 3rd - Counterspell *
• 3rd - Dispel Magic *
• 3rd - Fireball *
• 3rd - Gaseous Form

• 4th - Banishment *
• 4th - Polymorph
THE HIDDEN SHRINE OF TAMOACHAN

ULSHA THE CLERIC


After years in seclusion the priest of the Living Serpent has returned to civilisation in search of a cure for all the world’s pains.

CHARACTER: ABILITIES: Base: Mod: Save: SKILLS:


Race: Jungle Elf STRENGTH: 12 +1 +1 —
Class: Cleric DEXTERITY: 16 +3 +3 —
Background: Hermit CONSTITUTION: 12 +1 +1 —
Home: Elven Jungle Refuge INTELLIGENCE: 12 +1 +1 Medicine +4, History +4, Religion +4
Level: 7 / 25000XP WISDOM: 17 +3 +6 Insight +6, Perception +6
Proficiency Bonus: +3 CHARISMA: 13 +1 +4 —

PERSONALITY:
• I am utterly serene even in the face of disaster. • I still seek the enlightenment I pursued in seclusion.
• Inquiry and curiosity are the pillars of progress. • Since my return to the world I enjoy its delights too
much.

COMBAT: INSPIRATION: 1 INITIATIVE: d20+3 HIT DICE: [1d8+1] x 7 MAX HIT POINTS: 56
MOVE: 35’/7 squares ATTACKS PER ROUND: 1 HIT DICE USED: HIT POINTS LOST:
PASSIVE PERCEPTION: 16 MELEE ATTACK: +4 (+6 finesse) OOOOOOO
PASSIVE INSIGHT: 16 RANGED ATTACK: +6 (+4 thrown) BLOODIED: 28

WEAPONS & ARMOR: Armor Class: 10 Armour Worn: Armor


Weapons: Attack Damage Crit (20) Range Notes
• Longbow d20+6 to hit 1d8+3 P 2d8+3 P 150/600 ammo, heavy, 2-
handed
• Dagger of Venom d20+7 to hit 1d4+4 P 2d4+4 P 20/60 finesse, light
- Envenomed: Target must pass DC 15 Con Save or 2d10 poison damage and poisoned condition for 1 minute. 1 per day.
• Staff of the Python d20+4 to hit 1d6+1 B 2d6+1 B — versatile (1d8)

ABILITIES:
• Proficiencies: All armor, shields, simple and elven weapons, dice.
• Languages: Common, Elven, Sylvan
• Elf: Darkvision: 60’. Fey Ancestry: Advantage to Saves vs charm, Magic can’t put you to sleep.
• Mask of the Wild: Can hide even when lightly obscured.
• Divine Domain: Life
• Channel Divinity: 2 per Short Rest.
• Turn Undead: Action to present holy symbol to undead within 30’. Undead must make Wisdom Save, or be turned for
1 minute. Undead can’t move within 30’ of you, or take reaction. Can only take Dash action. If Undead Challenge Rating
is CR ½ or lower, the creature is destroyed.
• Preserve Life: Action to present holy symbol and evoke healing energy, HP healed = 35 HP, divided among any creatures
within 30’ of you; restores up to 50% of total HP.
• Blessed Healer: When you cast a healing spell you regain 2+spell’s level HP.

EQUIPMENT: 25gp
• Staff of the Python • Dagger of Venom • Longbow
• Signet Ring • Holy Symbol (on belt buckle) • 20 Arrows
• Traveller’s Pack (50’ rope, bedroll, tinderbox, mug, bowl, spoon, sacks x2, torches x 5, rations x 5)

Staff of the Python: Action to command staff to turn into a giant constrictor under your contol. Use bonus action to can revert
snake back to staff. On your turn, mentally command snake within 60’. If snake HP drops to 0, snake and staff are destroyed.
Snake heals all HP when commanded back to staff shape.

ULSHA THE CLERIC


MAGIC: Spell Save DC: 14 Spell Attacks: +6 Cantrips Known: 4 Spell Slots: 1st: 4 2nd: 3 3rd: 3 4th: 1
Can prepare 4 Cantrips and 10 Spells at the end of a Long Rest. All Domain Spells are prepared as well.
THE HIDDEN SHRINE OF TAMOACHAN

Spell Slots Used: 4: O O O O 2nd: 3: O O O 3rd: 3: O O O 4th: 1: O

• Cantrip: Guidance
• Cantrip: Light
• Cantrip: Mending
• Cantrip: Thaumaturgy

• 1st Level Domain Spell: Bless


• 1st Level Domain Spell: Cure Wounds
• 1st Level Prepared Spell: Detect Magic
• 1st Level Prepared Spell: Protection from Evil and Good
• 1st Level Prepared Spell: Sanctuary

• 2nd Level Domain Spell: Lesser Restoration


• 2nd Level Domain Spell: Spiritual Weapon
• 2nd Level Prepared Spell: Hold Person
• 2nd Level Prepared Spell: Locate Object
• 2nd Level Prepared Spell: Prayer of Healing

• 3rd Level Domain Spell: Beacon of Hope


• 3rd Level Domain Spell: Revivify
• 3rd Level Prepared Spell: Clairvoyance
• 3rd Level Prepared Spell: Magic Circle
• 3rd Level Prepared Spell: Speak with the Dead

• 4th Level Domain Spell: Death Ward


• 4th Level Domain Spell: Guardian of Faith
• 4th Level Prepared Spell: Divination
THE HIDDEN SHRINE OF TAMOACHAN

JINX THE BARD


Happy-go-lucky halfling thrillseeker and talented wordsmith, she seeks the answer to an ancient riddle.

CHARACTER: ABILITIES: Base: Mod: Save: SKILLS: Jack of All Trades: +1 to all untrained skills.
Race: Halfling STRENGTH: 11 +0 +0 —
Class: Bard DEXTERITY: 18 +4 +7 Acrobatics +7, Stealth +7
Background: Sage CONSTITUTION: 12 +1 +1 —
Home: Hidden Library INTELLIGENCE: 16 +3 +3 Arcana +6, History +6, Investigate +9, Nature +6, Religion +6
Level: 7 / 25000XP WISDOM: 13 +1 +1 Perception +7
Proficiency Bonus: +3 CHARISMA: 16 +3 +6 —

PERSONALITY:
• Nothing I like more than a good mystery. • I’ve been search all my life for the answer to a riddle.
• The path to power is through knowledge. • People run from monsters. I stop and take notes.

COMBAT:
INSPIRATION: 1 INITIATIVE: d20+4 HIT DICE: [1d8+1] x 7 MAX HIT POINTS: 42
MOVE: 25’/5 squares ATTACKS PER ROUND: 1 HIT DICE USED: HIT POINTS LOST:
PASSIVE PERCEPTION: 19 MELEE ATTACK: +3 (+7 finesse) OOOOOOO
PASSIVE INSIGHT: 11 RANGED ATTACK: +7 (+3 thrown) BLOODIED: 21

WEAPONS & ARMOR: Armor Class: 17 Armour Worn: Glamoured Studded Leather +1
Weapons: Attack Damage Crit (20) Range Notes
• Flame Tongue Rapier d20+7 to hit 1d8+4 P 2d8+4 P — finesse
- when activated, Rapier does +2d6 fire damage whenever it hits target.
• Hand Crossbow d20+7 to hit 1d6+4 P 2d6+4 P 30/120 light, loading
• Knife d20+7 1d4+4 P 2d4+4 P 20/60 finesse, light

COMBAT OPTIONS:
• LUCKY When you roll a 1 on a d20 attack, skill or save, you can reroll.
• NIMBLE Can move through squares of larger creatures.
• INSPIRATION 4 uses per Short Rest. Your words inspire others to greatness.
Use your bonus action and 1 Inspiration to grant 1 creature +1d8 to any one attack, check or Save.
All damage on surprised foes is critical.
• CUTTING WORDS Use 1 Inspiration as reaction, cause foe within 60’ to suffer -1d8 to any one attack,
check or Save.
• COUNTERCHARM Use 1 action to utter words of power that grant allies within 30’ Advantage to Saves
vs Fear or Charm.

ABILITIES:
• Proficiencies: Light armor, simple weapons, hand crossbows, 1-H blades, musical instrument.
• Languages: Common, Halfling, Celestial, Infernal
• Halfling: Lucky: Brave: Advantage to Save vs Fear. Stealthy: Can attempt to hide when obscured by larger creature.
• Words of Rest: You may bolster resting allies with your soothing words. If allies heal HP during rest, they gain +1d6
HP.

EQUIPMENT: 10gp
• Glamoured Studded Leather +1 • Flame Tongue Rapier • Bag of Holding
• Quill, Ink and Parchment • Knife • Hand Crossbow • Ammo: 20 Bolts.
• Traveller’s Pack (50’ rope, bedroll, tinderbox, mug, bowl, spoon, sacks x2, torches x 5, rations x 5)

Flame Tongue Rapier: Bonus action to command flames from the blade. Flames light up 40’ bright light, +20’ dim light.
When ablaze, blade does +2d6 fire damage to any target it hits.
Glamoured Armor: Use a bonus action to alter the appearance of your armor (Jinx has a thing for black plate).
Bag of Holding: 2’ diameter, 4’ deep, holds up to 500 pounds (or 25,000 coins).

JINX THE BARD


THE HIDDEN SHRINE OF TAMOACHAN

Enshrined within the shrine lies the mask of pain divine


An end to all world’s ills when worn the mask reveals
The boon or bane of man in lost Tamoachan

MAGIC: Spell Save DC: 15 Spell Attacks: +7 Cantrips: 3 Spells Known: 12


Spell Slots Used: 4: O O O O 2nd: 3: O O O 3rd: 3: O O O 4th: 1: O

• Message: Cantrip // Cast: 1 action // Range: 120’// Components: V,S,M // Duration: 1 round
Whisper Message to target in range, even if not in sight, and target can whisper reply only
you hear.
• Mage Hand: Cantrip // Cast: 1 action // Range: 30’// Components: V,S // Duration: 1
minute
Create ghostly hand you control. Use your action to manipulate objects up to 10 pounds.
• Vicious Mockery: Cantrip // Cast: 1 action // Range: 60’// Components: V // Duration:
instantaneous
String of insults at creature you can see in range. If it can hear you, Wisdom Save or 2d4
psychic damage and Disadvantage on next attack roll before the end of its next turn.

• Charm Person: 1st level // Cast: 1 action // Range: 30’// Components: V,S // Duration: 1
hour
Humanoid target must make Wisdom Save (with Advantage if it or allies under attack) or
sees you as friend.
At higher levels, can charm additional target for each higher level spell slot used.
• Detect Magic: 1st level // Cast: 1 action // Range: self// Components: V,S // Duration: 10
minutes
Sense magic and aura.
• Sleep: 1st level // 1 action // Range: 90’ // V, S, M (a pinch of fine sand) // Duration: 1
minute
Send 5d8 HP of enemies asleep, starting with the lowest HP upwards. At higher level, extra
spell slots grant +2d8 to roll.

• Detect Thoughts: 2nd level // 1 action // Range: self // V, S, M (a copper piece) //


Duration: Concentration, up to 1 minute
Read surface thoughts of creatures in range with Intelligence 3+. Target is aware, Wisdom
Save or reveal deeper thoughts.
• Shatter: 2nd level // 1 action // Range: 60’ // V, S, M (a piece of mica) // Duration:
instantaneous
Loud ringing erupts from point you choose. Creatures within 10’ take 3d8 thunder damage,
Con Save for half. Inorganic creatures have disadvantage on Save. At higher levels, extra spell slots grant +1d8 damage per
level.
• Silence: 2nd level // 1 action // Range: 120’ // V, S // Duration: Concentration, up to 10
minutes
No sound passes through a 20’ radius sphere centered on a point of your choice. Creatures
inside immune to thunder damage

• Tongues: 3rd level // 1 action // Range: touch // V, M // Duration: 1 hour


Gain ability to understand any spoken language heard. When the target speaks, any creature
that knows at least one language and can hear the target understands what it says.
• Sending: 3rd level // 1 action // Range: unlimited // V, S, M // Duration: 1 round
Send short 25 word message to person you know, and get short response.

• Greater Invisibility: 4th level // 1 action // Range: touch // V, S // Duration:


Concentration, up to 1 minute
Recipient becomes invisible for duration of spell.
• Locate Creature: 4th level // 1 action // Range: self // V, S, M // Duration: Concentration,
up to 1 hour
THE HIDDEN SHRINE OF TAMOACHAN

Describe or name a creature that is familiar to you. You sense the direction to the creature’s
location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its
movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human
or a unicorn), so long as you have seen such a creature up close—-within 30 feet-—at least once. If the creature you described
or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.
This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
THE HIDDEN SHRINE OF TAMOACHAN

SHANK THE ASSASSIN


Cold-blooded bastard born in a war-torn country, this grim man-elf wants an end to his suffering.

CHARACTER: ABILITIES: Base: Mod: Save: SKILLS:


Race: Half-Elf STRENGTH: 10 +0 +0 Athletics +3
Class: Rogue Assassin DEXTERITY: 18 +4 +7 Acrobatics +10, Stealth +10
Background: Soldier CONSTITUTION: 14 +2 +2 —
Home: War-Torn Country INTELLIGENCE: 10 +0 +3 —
Level: 7 / 25000XP WISDOM: 14 +2 +0 Perception +8
Proficiency Bonus: +3 CHARISMA: 12 +1 +1 Deception +7, Intimidation +4

PERSONALITY:
• I’ve lost too many friends, and I’m slow to make new ones. • I’ll never forget the crushing defeat my people suffered.
• In life as in war, the stronger force wins. • I’d rather eat my sword than admit I was wrong.

COMBAT: INSPIRATION: 1 INITIATIVE: d20+4 HIT DICE: [d8+2] x 7 MAX HIT POINTS: 52
MOVE: 40’/8 squares ATTACKS PER ROUND: 1 HIT DICE USED: HIT POINTS LOST:
PASSIVE PERCEPTION: 18 MELEE ATTACK: +3 (+7 finesse) OOOOOOO
PASSIVE INSIGHT: 12 RANGED ATTACK: +7 (+3 thrown) BLOODIED: 26

WEAPONS & ARMOR: Armor Class: 10 Armour Worn: Armor


Weapons: Attack Damage Crit (20) Range Notes
• Machete (right) d20+7 to hit 1d6+4 S 2d6+11 S — finesse, light
• Machete (left) d20+7 to hit 1d6 S 2d6+7 S — finesse, light
• Hand crossbow d20+7 to hit 1d6+4 P 2d6+4 P 80/320 ammo, light, loading

COMBAT OPTIONS:
• ASSASSINATE Gain Advantage on attack rolls against any creature that hasn’t acted in combat yet.
All damage on surprised foes is critical.
• SNEAK ATTACK +4d6 to Sneak Attacks: Attack must be Ranged or Finesse.
Must have Advantage on attack OR target must have an enemy adjacent to them.
• CUNNING ACTION Bonus Action each Round: Can take the following Bonus Action: Dash, Disengage,
or Hide.
• UNCANNY DODGE When you are hit by attack you can see: use reaction to halve the damage against
you.
• EVASION When making Dex Save to avoid Damage: No Damage if successful, halve damage if not.
• MOBILE When using the Dash action: you ignore Difficult Terrain.
When you make a melee attack: target can’t use Opportunity Attacks against you for rest of the
turn.

ABILITIES:
• Proficiencies: Light armor, simple weapons, hand crossbows, 1-H blades, dice, vehicles (land), diguise kit, poisoner’s
kit.
• Languages: Common, Elven, Infernal, Thieves’ Cant
• Half-elf: Darkvision: 60’. Fey Ancestry: Advantage on Saves vs charm, Magic can’t put you to sleep.

EQUIPMENT: 10gp
• Vicious Machetes x2 • Cloak of Displacement • Potion of Healing (2d8+4) AMMO: 10 Bolts
• Hand Crossbow • Grappling Hook • Dice
• Traveller’s Pack (50’ rope, bedroll, tinderbox, mug, bowl, spoon, sacks x2, torches x 5, rations x 5)

Cloak of Displacement: attacks against you are at disadvantage. If attack is successful, the cloak’s magic stops until the start of
your next turn. Doesn’t work when you are incapacitated, restrained, or unable to move.

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