Sage Solo

Adventure Date: tbd
Last Updated: May 18, 2026

Campaign: 	Solo Adventures! - Chapter 03b
class:		Rogue (Arcane Trickster)	species:	wood elf		
level:		3				alignment:	chaotic good
xp:		0				deity:		
Background: 	Entertainer			Home Region: 	

size: medium	age:	20	gender:	female	height:	5'6"	
eyes: amber	hair:	green	skin:	white	weight:	130 lbs
				
Languages:	common, elvish, thieves'cant
	
			hp =	24 		HD: 
====================================================================================
STR:	 8	-1	HP: 	24	Healing HD:	1d8 (x3)	 inspiration = 1
DEX:	17	+3	AC:	15 				
CON:	10	+0	= 12    + 0      + 3   + 0    	+ 0 
INT:	12	+1	  armor + shield + dex + magic 	+ misc
WIS:	14	+2	
CHA:	14	+2	Passive Perception: 16		Initiative:	+3
			Speed:	35 ft (+5 ft once/day)	Proficiency:	+2

resistance to cold and fire damage

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SAVES		Total	= base	+prof	+magic	+misc
STR:		-1	= -1	+0	
DEX:		+5	= +3	+2	
CON:		+0	= +0	+0	
INT:		+3	= +1	+2	
WIS:		+2	= +2	+0	
CHA:		+2	= +2	+0	

- You have advantage on saving throws against being charmed, and magic can't put you to sleep.

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sneak attack = +2d6 if have advantage or ally while using a finesse or ranged weapon

Attack			Attack	Damage		Type		Range	Notes
------------		------	------		----		-----	-----
Blackwood Blade		+6	1d6+4		piercing	- 	finesse, light
- Shortsword +1		

Poison Dagger		+5	1d4+3		piercing	-	finesse, light, thrown
- poison (Angel's Tears)	+2d10		poison		-	DC 15 CON for half damage (+1d10), doses=1

shortbow		+5	1d6+3		piercing	80/320	ammunition, two-handed
- arrows =20 19


Spellcasting		Attack	Damage		Type		Range	Notes
------------		------	------		----		-----	-----
sleep			no save	5d8 hp		enchantment	90 ft	action, 20 ft radius		


====================================================================================
TOTAL	SKILLS: 		Ability	Mod	Prof	Misc	
+5	acrobatics*		DEX	+3	+2		
+2	animal handling		WIS	+2			
+1	arcana			INT	+1			
+0	athletics		STR	-1			
+2	deception		CHA	+2			
+1	history			INT	+1			
+4	insight*		WIS	+2	+2		
+2	intimidation		CHA	+2			
+1	investigation		INT	+1			
+2	medicine		WIS	+2			
+1	nature			INT	+1				
+6	perception*		WIS	+2	+2	+2 expertise			
+4	performance*		CHA	+2	+2		
+4	persuasion*		CHA	+2	+2			
+1	religion		INT	+1					
+5	sleight of hand*	DEX	+3	+2		
+5	stealth*		DEX	+3	+2			
+2	survival		WIS	+2			
+7	tool-thieves' tools*	DEX	+3	+2	+2 expertise
+4	tool-disguise kit*	CHA	+2	+2
+4	music instrument-lyre*	CHA	+2	+2


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SPECIAL ABILITIES / FEATS
Armor: 		light armor
Weapons:	simple weapons, hand crossbows, rapiers, longsword, shortsword, and longbow
Tools:		thieves' tools, disguise kit, musical instrument (lyre)

SPECIES: WOOD ELF
Darkvision:
- you have superior vision in dark and dim conditions. You can see in dim light 
  within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
- You can't discern color in darkness, only shades of gray.
Keen Senses: 
- You have proficiency in the Perception skill.
Fey Ancestry: 
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: 
- Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, 
  for 4 hours a day
Elf Weapon Training:
- You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot: 
- base walking speed increases to 35 feet.
Mask of the Wild: 
- can attempt to hide even when you are only lightly obscured by foliage, heavy rain,
  falling snow, mist, and other natural phenomena


BACKGROUND: ENTERTAINER
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: disguise kit, musical instrument (lyre)
Feature: By Popular Demand - routines: dancer, juggler, tumbler


CLASS: ROGUE - ARCANE TRICKSTER
Skills: Insight, Persuasion, Sleight of Hand, Stealth
Expertise: Perception, thieves'tools
Sneak Attack: +2d6
- Once per turn, you can deal an extra damage to one creature 
  you hit with an attack if you have advantage on the attack roll. 
- The attack must use a finesse or a ranged weapon.
- You don't need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn't incapacitated, and you don't have 
  disadvantage on the attack roll.
Cunning Action:
- take a bonus action on each of your turns in combat. 
- This action can be used only to take the Dash, Disengage, or Hide action.
Arcane Trickster:
- Spellcasting - see below
- Mage Hand Legerdmain
	- make the spectral hand invisible
	- can use Cunning Action (bonus action) to control the hand
	- DEX (Sleight of Hand) check vs the creature's WIS (Perception) check to notice
	- can stow or retrieve one object using the hand in a container worn or carried by another creature.
	- can use thieves' tools to pick locks and disarm traps at range


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SPELLS  spell casting ability	= INT
	spell save DC		= 8 + INT + Prof = 8 + 1 + 2 	= 11
	spell attack bonus	= INT + Prof =  1 + 2		= +3
	spells known 						= 3

0: cantrips = 3 
- dancing lights, mage hand, minor illusion

1: slots = 2	remaining = 
- disguise self, find familiar, sleep

2: slots = 0	remaining = 0
3: slots = 0  	remaining = 0
4: slots = 0  	remaining = 0  


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GEAR	Total WT= 35 + 61.5 = 96.5 lbs
	load: STR x 15 = 120 lbs	push/drag/lift: STR x 30 = 240 lbs

DM HOUSE RULE: Potions can be drunk as a bonus action
DM HOUSE RULE: characters can attune to number of magic items = 1 + prof = 1 + 2 = 3 (2)

WT	Item
---	---------------------
3	common clothes (0.5 gp)
13	studded leather armor (45 gp)
1	Helm of Comprehending Languages (uncommon) 
		- cast spell comprehend languages at will 
		- bought for 450 gp from Melhuish's Magical Curiosities
0	Goggles of Night (uncommon)
		- darkvision 60 ft, or add 60 ft to existing darkvision = 120 ft
		- stolen from Old Bradigan the rogue
0	rat whistle on string around neck - repels normal rats

2	Blackwood Blade (uncommon)
		- Shortsword +1
		- belonged to Rune Blackwood, a halfling famous in the Moonsea.
		- bought from Kelelan of Vaasa at the Sword In The Forge for 1,500 gp
1	Poison Dagger - not magical
		- Kelelan of Vaasa carefully picks up a long, vicious-looking dagger. 
		  She flips it around to show you a secret chamber on the underside.
		  "A little flick of this catch, here, causes poison to run down the blade. 
		   It's equipped with two doses of Angel's Tears. After that, you'll need to refill it yourself."
		- applying poison to blade is a free action if poison is already in secret chamber
		- Angel's Tears poison, successful hit, target must make a DC 15 CON save or take 2d10 poison damage,
		  half as much on a successful save. Doses = 1
		- bought from Kelelan of Vaasa at the Sword In The Forge for 700 gp
2	shortbow (25 gp)
1	quiver (1 gp)
1	arrows = 20 (1 gp) = 19

1	pouch (0.5 gp)
4	- coins 

1	pouch (0.5 gp)
2	- trinket: A tiny chest carved to look like it has numerous feet on the bottom
		- once/day, bonus action, grants +5 ft to MV for 1 minute
		- it had been given to her by an admirer, and contains a love letter
		  folded inside it.
	- spell component: find familiar (10 gp) x3
	- spell compenent: identify = 1 pearl (100 gp) x1

1	thieves' tools (25 gp)
2	bag of 1,000 ball bearings (1 gp)
		- action, spill to cover a level, 10 ft square area  
		- creature must move at half speed
		- if move more, DC 10 DEX save or fall prone
0	bag of doggie treats (1 sp)
0	bottle of Natton's Noxious Weedkiller (1 sp)
0	bottle of Dragon Repellant! (1 sp)
	- Better safe than sorry! Does it actually work? Doubtful. But the maker swears by it.
	  "It's saved my life dozens of times while travelling through the 'Spines! Works every time," he promises. 
	  "or your money back!"

1	pouch (0.5 gp)
0	- Potion of Flying (150 gp) x1
0	- Potion of Healing (50 gp) x5
0	- Potion of Mind-reading (100 gp) x1
0	- Potion of Necrotic Resistance (200 gp) x1
0 	- vial of antitoxin (50 gp) x2
0	- vial of Midnight Tears (ingested poison) x1
		- A creature that ingests this poison suffers no effect until the stroke of midnight.
		- If the poison has not been neutralized before then, the creature must succeed 
		  on a DC 17 CON saving throw, or take 9d6 poison damage on a failed save,
		  or half as much damage on a successful one.

0	Ring of Animal Influence (rare)
		- finely etched around the little gold band are fine engravings of a bird, a bear, a deer and others animal shapes 
		- this ring has 3 charges, and it regains ld3 expended charges daily at dawn. 
		- while wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
			- Animal friendship (save DC 13)
			- Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
			- Speak with animals
0	Ring of Resistance: Fire (rare, attunement) 
		- gold ring with a garnet gem: resistant to fire damage
		- won it by solving the puzzle in Melhuish's Magical Curiosities
0	Ring of Warmth (uncommon, attunement)
		- simple gold ring
		- resistant to cold damage
		- you and everything you wear and carry are unharmed by temperatures as low as -50 F
0	signet ring: crest of the Knights of Myth Drannor (5 gp)

5	backpack (2 gp)
10	- rations (days) = x5 (0.5 gp/day = 2.5 gp)
0	- Sarahna's Sweets and Confections (Candied hazelnuts 1 sp per bag x4) - yum-yum
5	- waterskin (0.2 gp)
6	- bottles of wine x3 
1	- tinderbox (0.5 gp)
0	- candles x5 (1 cp each = 0.5 gp)
5	- crowbar (2 gp)
3	- hammer (1 go)
2.5	- pitons x10 (5 cp each = 0.5 gp)
0	- string, 10 ft
0	- bell (1 gp)
4	- entertainer costume (5 gp)
2	- lyre (30 gp)
3	- disguise kit (25 gp)
		- includes Manticore mane wigs (1 gp), Frazzled hag wigs (1 sp) Golden maiden locks (2 gp) from Bigger Wigs
1	- holy symbol: Amulet of Amaunator (5 gp)
		- the Sun god, the god of law and justice
1	- holy symbol: Amulet of unknown cult (5 gp) 
		- a simple iron chain ending in an embossed steel disc that depicts a red gauntlet
		  (DM NOTE: Followers of the Blood Night and Cult of Kiaransalee, the Dark Goddess, 
			    Enemy of Lolth and Orcus, The Vengeful Banshee!)
3	- Red Book
		- details history and topography of Weathercote Wood, the Red Tree and the Deathknight
1	- scroll case (1 gp)
0		- Spell Scroll (1st): Protection from Evil and Good
1	- scroll case (1 gp)
0		- map of sewers under Loudwater to a hidden crypt - stolen from Old Bradigan the rogue
		- map of death knights crypt, temple, blades and altar - stolen from Old Bradigan the rogue
		- map of Zhentil Keep (the city) - courtesy of the The Stout Miner Inn
	- black rod with carved raven head (piece of wood with writing)
		- has written in undercommon, "The tyrant has stolen our magic... but it will be his undoing" 
	strapped to backpack
5	- 50 ft silk rope (10 gp)
3	- Hammock (1 sp)


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TREASURE	store credit = 0 gp
pp =  	
gp = 168	amethyst prism gem (250 gp) - from Ganadhir for freeing slaves	
sp = 35	 		
cp = 	 	bag of 800 gp (16 lbs)	
	 			
		empty purplish vial, very ornate, with a stopper in the shape of a dragon's head	 			
		- stolen from Old Bradigan the rogue


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In Storage:
pp = 		
gp = 	
sp = 		
cp = 		



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SPECIAL NOTES:

CODE WORDS 
= Specterquest
= Dockrescue (erased)
= Druidicnote
= Moonsong