First Blush A level one, introductory adventure for parties of 1 player and 1 DM Part One of the Crystalline Curse Trilogy Introduction: This special adventure was designed to help you start your own duet game and to introduce new players to 5th edition D&D. It’s the first in a three-part introductory trilogy that spans from levels one through three and is perfect for beginning your own duet campaign! We hope you enjoy it! Art Credit: Adam Womersley of Bard & Lute, Wizards of the Coast stock art, and DesignCuts resources A one-shot adventure for one 1st-level character. The adventure contains two possible sidekick characters to aid one-on-one and smallparty play. by Jonathan Ball and Beth Ball DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK Not for resale. Permission granted to print or photocopy this document for personal use only. First Blush: An Introductory One-on-One Adventure by D&D Duet 1 Sidebar example Introduction Thanks so much for picking up this adventure! First Blush is a two-part, level one adventure designed for one player and their DM, a style we often refer to as a duet! There are so many advantages to this style of play, and we hope that you fall in love with it as much as we have! And, with that aim in mind, let’s get started! First, a few adventure design notes: Welcome to the world of D&D! One of the primary goals of this adventure is to introduce someone who has never played D&D before or who is new to ttRPGs or 5th edition to the game. With this goal in mind, the first part of the adventure separates the three pillars of play—social interaction, exploration, and combat—so that a new player (or a new player and new DM) can learn these pieces of game play one at a time. Then, in the second half of the adventure, you’ll have the opportunity to mix these three aspects of play together. Because this adventure is intended not only to introduce duet-style play but also to introduce new players and DMs to the game, we’ve kept the adventure very straightforward. For our veteran DMs with experienced players, the beginning may feel a bit slow for you. Please feel free to make tweaks as necessary, though we encourage you to check out the story aspects built into the pre-generated character sheets as they pertain to the second half of the adventure and the rest of the Crystalline Curse Trilogy. Navigating the Adventure DMs, in addition to the pre-generated characters, you’ll find stat blocks in Appendix A and maps in Appendix B at the end of this adventure. As this is an introductory adventure, you can find all of the stat blocks you need in Appendix A and the 5e SRD. Text box example: Text that appears in a box like this may be read aloud, paraphrased, or omitted as you prefer. It is intended to help describe scenarios and environments. Text that appears in sidebars is also optional and intended to provide extra background information or lore that may be helpful as you flesh out the adventure. Creatures with stat blocks, magic items, or important tables appear in bold with reference information directly following in parentheses: 3x goblins (Appendix A). This means that the party encounters three goblins. The goblin stat block may be found in Appendix A. [DM’s note: tips on scale or RP appear in brackets. You don’t have to follow these recommendations, but we hope they help you keep an eye on places where you might want to make adjustments for your individual table.] Adjusting Combat for 1-on-1 This adventure has been written and scaled for parties of two (one PC [player character] and one DM [Dungeon Master]), but one of the most important responsibilities for DMs is making adjustments to best suit their player and their player’s PC, especially in duet games. There’s a great deal of variety between all types of characters, especially at lower levels, and you may need to make further adjustments for running combats such as decreasing the number of combatants or lowering a combatant’s hp. At the end of the day, the goal is to enjoy your time together, which might mean ignoring double-damage on a nat-20 against your PC! Basically, the combat should feel weighty but fun. Running DMPCs, Sidekicks, and NPCs in Duet-Style Play One of the goals of this adventure in terms of both story and mechanics was to set up a meeting between the PC and a DMPC so the player’s character has someone else to run around with and talk to. This, we’ve found, makes play a lot more fun and allows the player to remain in character as they have someone to ask questions of inside the game world. Since our original publication, Wizards of the Coast has released official rules for sidekicks, which was so exciting! We’ve updated the stat blocks for this adventure with these guidelines in mind, but we still want to add a few notes for you about how to run NPCs, DMPCs, and sidekicks in a duet game. Not for resale. Permission granted to print or photocopy this document for personal use only. First Blush: An Introductory One-on-One Adventure by D&D Duet 2 First, what’s the difference? An NPC is any non-player character the player character encounters. In duet games, there’s really just one main character, the PC, and, as much as possible, we encourage you to orient the story around them. A DMPC is a player character for the DM. We love including DMPCs in duet games and encourage you to develop a character for your campaign. As we said above, having a buddy makes adventuring (and realworld gaming!) a lot more fun and immersive. A sidekick is an adventuring companion whose stats are more streamlined than a full PC’s might be. They often play a support role for the PC and tend to be of a complimentary class to help balance out the character. Why use a DMPC and/or sidekick? Rules-as-written, creatures and challenge ratings [CR] in D&D are designed for groups, so those of us playing one-on-one have to make adjustments and stay on our toes when we’re working with smaller sets of adventurers. In the Crystalline Curse Trilogy, we scale combats with the assumption that, after the initial encounters in First Blush, the PC is travelling with Garren (who they’ll meet at the end of the adventure). You can find Garren’s stat block in Appendix A. But as more people have played this adventure, we’ve also found that there’s quite a bit of interest in bringing Remmy Sullivan, the PC’s childhood friend, along. Remmy makes for a great sidekick character, and you can find his stat block in Appendix A as well. Keep in mind that DMPCs and sidekicks are not mutually exclusive, and be sure to play around with what works best for you and your duet partner. In our personal games, we tend to use both a sidekick and a DMPC. In combat, the player runs the PC and sidekick and the DM runs the DMPC. However, in role-playing, the DM runs both the DMPC and the sidekick. Sidekick stats were primarily designed for solo players running a second character. So, DMs, it’s really up to your personal preference if you want to run a full character for your DMPC or if you prefer to use a sidekick stat block. We also encourage you to make changes to Garren’s personality, background, and class—he’s your character! For New Players If your player is new, we suggest only asking them to play their character and not giving them a sidekick stat block to run in combat just yet. Until they’re comfortable, you as the DM can run the DMPC and/or sidekick on their behalf. After they’re comfortable with their character sheet, they might want to try a sidekick or an animal companion. You can read more about these mechanics and RP considerations on our website, dnddduet.com. Adventure Setting First Blush opens in Amn, a city-state to the south of the Sword Coast in the Forgotten Realms. However, you should feel free to make whatever tweaks you see fit if you’d prefer to set your campaign in a homebrew setting. Player Character Background The setup for this adventure involves a PC with a connection to one of Amn’s powerful noble families or who is even a member of one of these families. We recommend that you and the player sit down together before running this session (sometimes called a session zero) and discuss some of their character’s history. You’ll find several backstory ideas in the supplementary materials, though you should feel free to run with a story of your own as well! Adventure Overview In the first part of the adventure, the player gets to practice roleplaying with a few important NPCs (another way to help them get comfortable in their character and with their character sheet), and then they run through a simulated dungeon and combat. We recommend resetting their hp after this combat before the second half of the adventure. Part two brings these pieces together with the exploration of a real dungeon with a hidden secret! The PC is someone of importance—or connected to someone of importance—and in the socially rigid society of Amn, such a role comes with responsibility. As the adventure opens, the PC’s learns that their presence is required at the Fey Day festivities and the Fleetswake celebration in Waterdeep. They should prepare themselves for teleportation later that day in order to participate. Depending on the PC’s backstory, they may be reticent to go to the City of Splendors. Finally, the PC possesses an amulet of great sentimental value. They keep this amulet on their person at all times. The beginning of the adventure occurs in the sprawling palace the PC calls home. (If they are not a character of a wealthy background, connect them to a wealthy family who resides in the castle.) Not for resale. Permission granted to print or photocopy this document for personal use only. First Blush: An Introductory One-on-One Adventure by D&D Duet 3 Part One: Festival Preparations The adventure opens with the player character (PC) studying with a trusted mentor. If possible, encourage the player to speak and respond in the style of the character they are role-playing. This is a low-stakes social encounter. [DM’s note: All of the NPCs have been designed with flexibility in mind. Feel free to alter the names, gender, or personality of any NPCs described here to best suit you and your player’s needs or preferences.] Read or paraphrase the following: Warm afternoon sunlight pours through the large windows of the library which, combined with the droning voice of your mentor, Master Elias, creates an intensely soporific effect. Eh-hem. A sharp but goodnatured reprimand startles you from your drowsiness. Master Elias, mentor to the PC Once Master Elias has explained the information above, he reminds the PC that they are to meet him later that afternoon to teleport to Waterdeep. After the PC has concluded their conversation with Master Elias, they should make their way to their final training session with Lieutenant Bharmyr. Put through the Paces A massive stone room serves as Lieutenant Bharmyr’s training area. In one area, castle carpenters have erected a massive obstacle course to simulate a variety of combat scenarios. Behind the structure, a sand pit serves as a practice arena. In honor of the PC’s upcoming trip, Bharmyr has designed something special. Bharmyr observes the PC as they navigate the course and is available for advice and instruction as the PC proceeds through the course. [DM’s note: The goal of this mini-dungeon is to get the PC familiar with rolling and adding modifiers. Their progress through the obstacle course is more about developing this familiarity and practicing problem solving than it is a perfect execution of the course.] Human male wizard, chaotic good; 112 years old, thin white hair, hooked nose, piercing blue eyes, raspy voice Ideal: The pursuit of knowledge and the education of those that can continue that pursuit. Flaw: Much can be forgiven in the name of progress. Master Elias has been lecturing extensively on a rather boring subject and is unsurprised that his most promising pupil has dozed off. He has several pieces of information to share with the PC about the upcoming festivals in Waterdeep and how to prepare for their journey: • Between Fey Day and the Fleetswake celebration, they’ll be gone almost two weeks, or a ten day plus two days, according to the Waterdhavians. • It’s important they help make a show of Amn’s good faith relationship with the powerful, wealthy families of the Sword Coast. • The PC’s family went ahead. Master Elias and the PC are the last of the court and their attendants to go. • Lieutenant Bharmyr (the PC’s martial trainer) is counting on the PC getting in one more training session before the journey. • The PC should pack a variety of gear. One never knows what to expect in Waterdeep, especially during the Fey Day and Fleetswake festivities. Lieutenant Bharmyr Dwarf male fighter, lawful good; 200 years old, thick auburn hair and braided beard, stout and strong Ideal: It is my sacred duty to defend the lord I serve. Flaw: I fail to see the sins of my superiors and hold them up as largely infallible. Not for resale. Permission granted to print or photocopy this document for personal use only. First Blush: An Introductory One-on-One Adventure by D&D Duet 4 Lieutenant Bharmyr has long cared for the physical education of the PC. He is gruff but well-meaning and loyal. He has the following information to relay to the PC before they begin the obstacle course: as the PC navigates the pool. [After three failures, they may need to turn back and attempt the rope.] After finding the opening, the PC finds a ladder leading up and out of the obstacle course. They emerge at the edge of the arena. • The PC should be warned that this challenge may be a little more intense than usual. After they navigate the obstacle course, they should be ready for the sudden arrival of (practice) combatants. • Afterwards, the PC should go pack for the journey and meet Elias to teleport. • Also, the PC’s dear friend Remmy Sullivan was looking for them. He believes Remmy was on his way back to the kitchens. The moment your feet touch the sand, you are on your The Obstacle Course You can find the battle map for the training arena in Appendix B. Read or paraphrase the following to set the stage for the obstacle course: The smell of freshly worked pine greets your nostrils as you step over the course’s threshold and enter your trainer’s newest death-trap. Suddenly, the light from the magic torches illuminating the room flickers and then goes out. Darkness surrounds you. Bharmyr’s laugh echoes across the training grounds. Depending on the PC’s abilities, they should be able to figure out darkness with a torch, magic, or darkvision. Ahead, they see a corridor made of solid wood. After a short hallway, there is a solid wooden door. Trapped Door. The door is mechanically trapped. A DC 10 Wisdom (Perception) check reveals that the door is rigged with a wire that will drop sticky goo over someone that opens the door without care. Success on a DC 10 Dexterity (Sleight of Hand) check disables the trap. Failure results in a bucket of sticky goo falling on the PC, but a successful DC 10 Dexterity saving throw allows them to jump out of the way just in time. Beyond the door there are two choices: an unknotted rope they can climb up or a dark pool of water. Rope. The rope requires a successful DC 10 Strength (Athletics) check to climb. At the top there is a zipline to the sand arena. Pool. The pool is dark. A successful DC 10 Wisdom (Perception) check allows the PC to traverse the water and find an opening on the other side. Assume twenty seconds for each check and narrate the search toes for the combatants you know will arrive any moment to test your skills. Most likely, Bharmyr will send in Torvald as Dresik is probably still recovering from your sparring yesterday. The Practice Arena Before combat starts, the PC should make a Wisdom (Perception) check contested by Dresik and Torvald’s Dexterity (Stealth). Dresik and Torvald each use an adapted guard stat block (Appendix A). Dresik is hiding across the arena while Torvald crouches behind barrels closer to the PC’s point of arrival. The spears they wield are non-lethal, and the PC understands that they can use the blunt of their weapon(s) in combat. [DM’s note: Depending on your own comfort and the PC’s Wisdom (Perception) check, you can have both of the guards attack the PC at once or one at a time. The purpose of this combat is to allow the player to practice this part of game play.] After the combat concludes, a castle healer approaches and gives the PC a sparkly purple potion. This potion restores their hit points and any spell slots they may have used. Farewell, My Friend After the arena exercise, play out an interaction between Bharmyr and the PC. The lieutenant encourages them to prepare and cautions them to be on guard during the journey. If the PC needs encouragement, Bharmyr can prompt them to say farewell to anyone they need to as the Festival runs for two weeks. Regardless of if the PC goes to their room to prepare or if they go searching for Elias or their friend Remmy, they encounter the latter. The goal of this role-playing encounter is to introduce more complexity and character development in the Not for resale. Permission granted to print or photocopy this document for personal use only. First Blush: An Introductory One-on-One Adventure by D&D Duet 5 form of Wisdom (Insight) and Charisma (Deception) checks. Additionally, this conversation encourages the player to participate in shared world-building. The information they create and provide contributes to character development and the level of detail of the story world. understand this (in the mechanics and not just in the RP) Ask the PC to make a DC 10 Wisdom (Insight) check, with advantage for familiarity. A success reminds them that Remmy is discouraged by the rigid social structure of Amn and is scared of losing his best friend. Remmy Sullivan When it is time to shift the scene, a servant or messenger arrives to fetch the PC and escort them to where Elias is waiting in the Teleportation Circle. Human male commoner (expert if you’d like him to be a sidekick), chaotic good; 17 years old, dirty blonde hair, messy, tall and thin. Ideal: I long to leave the environs of my low birth behind and prove myself out in the world. Flaw: I feel I am owed recompense for my lot and have little problem taking it. Remmy uses the expert sidekick stat block (Appendix A). Despite the differences of their age and birth, Remmy is a dear friend of the PC. He is delighted to spend time chatting with his friend though unhappy about not being able to attend the festivals in Waterdeep. The PC and Remmy have both been busy and haven’t spoken in the last few days. Remmy has the following topics to discuss with his friend: • What (if anything) are they looking forward to at the festival. Are they excited to run into anyone in particular? What usually happens at these things anyway? [DM’s note: Your player may need additional encouragement to add these sorts of world details. Assure them that nothing they say will be wrong and that you’re curious to hear more about their character and their character’s past.] • Remmy is also curious about how the PC has been lately. How is their family or others they’re close to? • He reluctantly laments not being “important enough” to attend the festival. He’s frustrated by his station in the castle, his lack of opportunity, and his separation from his friend. Remmy says all of this genuinely, confiding his frustration to the PC. • Depending on the PC’s backstory (see supplementary character sheets for ideas), he may be worried that they will not be able to return from the festival or that their stay will be prolonged beyond the two weeks. As the conversation develops, Remmy becomes increasingly withdrawn. To fully notice and A Mind of Its Own Read or paraphrase the following as the PC goes to meet Master Elias at the Teleportation Circle: You wind your way down a spiral staircase enclosed within thick stone walls. At the bottom, a narrow hallway leads to a tall iron door. The two guards standing watch over the Teleportation Circle nod at your approach and open the door. Inside the gray ancient chamber, Master Elias fusses about the edge of a circle of intricate lines. Arcane runes pulsate in rhythm to his utterances. Master Elias greets the PC somewhat absentmindedly while he finishes preparing the teleportation spell. He informs the PC that their family will be anticipating their arrival and should have someone waiting there to receive them. Pride glimmers behind bright blue eyes as he asks if the PC is ready. Master Elias lifts his arms overhead, chanting the final phrases of his incantation. A warm glow spreads across your chest as he speaks. In defiance of gravity, your amulet rises up in front of your face! Before you can react, your teacher finishes his spell, and a garnet flash bursts from inside your amulet. A sharp scream erupts beside you, and the full-body compression of teleportation begins. Not for resale. Permission granted to print or photocopy this document for personal use only. First Blush: An Introductory One-on-One Adventure by D&D Duet 6 Part Two: Hidden Flame The goal of this chapter is for the PC to put into practice everything they’ve learned thus far in a situation in which there are real stakes. Read or paraphrase the following as the PC arrives in the Cloud Peak Mountains in southwestern Faerun rather than in Waterdeep as they expected: A howling wind greets your ears, and the shocking cold whips your eyes open, revealing the stark reality that you are not at the Fey Day celebration in Waterdeep. Instead, you stand in the middle of a snowstorm on a tall mountain peak. An evergreen forest huddles a halfmile plunge below. The piercing cry of a wolf echoes through the trees. Judging by the height of the peaks above, you must have teleported to somewhere along The Cloud Peaks. A short way behind you, the faint outline of fallen rocks beckons, offering shelter from the icy mountain blasts. There, you should be able to find safety, at least temporarily. As the PC approaches the pile of rocks, they find, instead, the remains of an ancient edifice riding toward the mountaintop. Carved into the side of the peak stands a smooth stone entryway, layered over with ages of packed frost. Within the recess, the PC finds a wooden doorway covered with runes. Runes. The runes above the door are written in an ancient language with Elvish roots. A successful DC 12 Intelligence (History) check allows the PC to read, “The Lonely Hold: Show the Sign and Enter.” Door. Intricate designs weave across the door’s surface and meet at the center in a shape familiar to the PC—it matches the design on their amulet. If the PC shows their amulet, the door opens and grants access to Area 1. The Lonely Hold The descriptions that follow correspond to the Lonely Hold dungeon map in Appendix B. You’ll find a DM’s version and player’s version of the map to help you set the stage for this part of the adventure. 1. Receiving Room The wooden door creaks open to reveal a large stone chamber. On the far side of the room, a partial cave-in emits sunlight and snow among the piles of boulders. Icy white tendrils stretch across the carved stone floor, offset by intricate, faded frescoes that adorn the walls of this long-abandoned space. The ceiling in this room is about 20 feet high. The room is ages old and has stood untouched until recently when the wall caved in. Chasm. A ten-foot-wide chasm stretches across the center of the floor, caused by the weight of the cavein. A successful DC 12 Wisdom (Perception) check reveals a lower floor twenty feet below. Frescoes. The frescoes around the room depict an ancient, desperate battle between the forces of good and ill. Demons fight side-by-side with chromatic dragons against an increasingly dwindling and desperate group of celestials and heroes, struggling in vain against the overwhelming forces of their enemies. Spending time studying the frescoes grants the PC advantage on the Wisdom (Perception) check to see the secret stairwell leading down. Secret Stairwell. A successful DC 15 Wisdom (Perception) or Intelligence (Investigation) check reveals a slight inconsistency in the floor tiles. Upon closer inspection, the PC discovers a 10x10 foot pressure plate that, when triggered, reveals a secret staircase that opens along the wall of the room. The stairs proceed down to the lower level. [DM’s note: Use the map in Appendix B to help set the stage for the PC’s exploration of this room. Encourage their curiosity and questions. However, if they’re having trouble or growing frustrated, guide them with added clues in the room. Perhaps a glimmer on the floor draws their eyes to the pressure plate for the secret stairwell, or they accidentally trip on the leather satchel described below.] Not for resale. Permission granted to print or photocopy this document for personal use only. First Blush: An Introductory One-on-One Adventure by D&D Duet 7 Treasure If the PC searches among the rubble, a successful DC 13 Wisdom (Perception) or Intelligence (Investigation) check uncovers an abandoned leather pack containing 50 feet of hempen rope, a potion of healing, a potion of cold resistance, and 1d10 gp. 2. Antechamber This chamber also has 20 ft. ceilings but only has dim light. Read or paraphrase the following after the PC has descended to the lower level, either via the secret stairwell or by rappelling down the chasm. • What is this place? “Well, I’m not too sure, but I know that beyond me, my creators were trying to contain something that they thought was very dangerous.” • How do I get past you? “Given my friendly personality, my creators decided it would be best if I didn’t know. I’m a natural people pleaser and really bad at keeping secrets.” • What do the paintings upstairs represent? “What paintings? Oh! The big fight? Why, that’s the ancient war that my makers won of course!” • Who were your makers? “Hmm, that’s a good question. They didn’t tell me their names, but they almost never smiled and when they did, it seemed mean and creepy. I like you much better” You pause as your senses adjust to the darkness of the lower level. Ahead, you perceive two imposing silhouettes from the fallen stone column. A long hallway stretches beyond the rubble, leading to a door carved to resemble a face. Columns. The massive pillars have brought down the ceiling but can be scrambled over without too much difficulty. Hiding on the other side of the pillars is an ice mephit (Appendix A) waiting in ambush. It attacks as soon as the PC clears the obstruction. A DC 10 Intelligence (Investigation) check of the rubble around the columns reveals a skeletal hand upon which lies a ring of protection. [DM’s note: If your PC did not reset all of their scores and abilities as though they’d taken a long rest, be sure they do so now. During this combat, you may need to adjust some of the damage rolled, especially if the mephit is hitting often and the PC is not. We suggest not doubling any damage rolled with a nat 20 on an attack. If the PC is struggling or at low health near the end of the fight, consider adapting its death burst or adding it only for flavor and the PC not taking damage from it. The PC may also need to take a short rest before proceeding into the next room.] Magical Door. At the end of the hall, a magical, talking door inhibits further access to the underground chambers. The door is extremely gregarious and beside himself to have someone to talk to after all these years. Over the door are the words “Open Says Me” in Elvish. The PC must get the door to say the word “Open” to access Area 3. The door knows some things, but not how to open himself. Example responses to PC questions include: 3. Holding Room This circular room is in complete darkness, rendering even darkvision useless without a light source. Four unused torches hang along the stone walls beyond the door. As you say the word “open,” the door exclaims in surprise and slides into the wall. Beyond him, a short flight of stairs leads down into utter darkness, the likes of which not even darkvision can penetrate. The faint light reflecting off of the collections of snow behind you casts faint, torch-shaped shadows against the wall on either side of the stairs. Not for resale. Permission granted to print or photocopy this document for personal use only. First Blush: An Introductory One-on-One Adventure by D&D Duet 8 After the PC acquires a light source, they see the outline of a gigantic stone statue towering over a humanoid figure. The flicking light cast by your torch struggles to force back the thick, almost physical darkness of this chamber. As you continue inside, you find the fully sculpted outline of a frost giant statue against the back wall. It looms menacingly over another statue, an equally detailed though much smaller human at the giant’s feet. Half of the human statue is covered in rock, lending the sense that the sculptors did not complete their work. As you approach, motes of light and fire from your torch break free, darting into the complex array of runes etched in a circle on the ground around the human statue. The glyphs glow brighter as the circle fills in. It emits a distinct pulse as the last rune is lit. With a great cracking sound, the rock around the human statue falls away, cascading out from the trapped figure. As the echoes fade, the body slowly animates. The statue figure glances down at his destroyed bonds and turns to stare at you. The statue is not a statue at all, but Garren, an imprisoned crystalline warrior from a past age. His stat block can be found in Appendix A. Garren and the PC’s Amulet If Garren falls to 0 HP and is within 1000 ft of the PC’s amulet, instead of falling unconscious, Garren is teleported into the amulet with 1 hp. The PC can release or contain Garren as an action. This is not immediately apparent to either party, but the connection can be hinted at, perhaps by mentioning that the amulet hums or feels warm. Garren Bronson Crystalline male paladin, lawful good; sharp, angular features, strong and tall build The Giant Awakens Before the PC has time to ask too many questions of the disoriented Garren, 1x ice mephits (Appendix A) attack from behind the frost giant statue. [If you would like to add more of a challenge for the PC and Garren, use two mephits instead of one.] After three rounds, the frost giant statue (Frost Giant Escape Table) animates and immediately crushes the ice mephit if it is still alive. Then, it pursues the party. As it comes to life, Garren shouts, “Run!” He stays behind to shield the PC from the frost giant statue. If Garren is crushed by the statue (a relative likelihood), he returns to the PC’s amulet as described in the previous sidebar. Who runs the sidekick? If your player is new to D&D, we suggest the DM running Garren’s character during this and future combats until the PC is comfortable with running their character during combat. Flaw: I overestimate my abilities from time to time. If your player is familiar with D&D and comfortable running multiple characters during combat, feel free to share Garren’s stat block with them. Garren uses an adapted protection warrior sidekick stat block (Appendix A). In either case, we suggest having Garren roll his own initiative and the DM playing Garren during RP scenarios. Ideal: I must fight or disrupt the forces of evil. Not for resale. Permission granted to print or photocopy this document for personal use only. First Blush: An Introductory One-on-One Adventure by D&D Duet 9 We do not have specific stats for the frost giant statue—it represents only a force to be escaped. Fighting is certain death. With a mighty roar, the frost giant closes the distance Instead, to escape, run a skills challenge to help the PC make their way back through the dungeon. After three successes, they make it free of the Lonely Hold and back onto the mountainside. Encourage the PC to describe how they make their escape, and allow their ideas to inspire the checks you ask for. toward you when suddenly, a pulse of warmth spreads For each failed check, the frost giant statue swings its club at the PC or Garren (+5 to hit, 1d4+1 bludgeoning). Use the following table for the skill challenge and running the escape: Frost Giant Escape Table Event Dodge a frost giant swing Climb a rope Vault over an obstruction (such as rubble) Maintain footing/momentum Roll and Success DC Dexterity saving throw, DC 12 Strength (Athletics), DC 10 Strength (Athletics), DC 10 Dexterity (Acrobatics), DC 10 Once the PC is safely outside, allow only a moment of rest before the frost giant statue reappears, crashing through the ruins and racing toward the PC. between you with incredible speed, no longer confined to the icy prison’s ruins. The giant’s massive club swings across your chest—Garren is there before you! The crystalline warrior knocks you out of the way, shield high, and deflects the ice giant’s blow. The club strikes the ground, and the ice and snow beneath your feet shake in the aftermath… Over the giant’s shoulder, a shelf of ice falls free from its rock formation. Avalanche! Aftermath As the adventure closes, we suggest a fade to black for a dramatic session close before you continue on to Second Glance, part two in the Crystalline Curse Trilogy. So the player can be thinking ahead about next steps for their character, inform them that the next adventure will start after they’ve been found. They wake up in a small village at the base of the mountain, and from there, their adventure continues! Authors’ Note We really hope that you’ve enjoyed this adventure! If you have any questions, feel free to leave us a note under the adventure comments on DMsGuild or get in touch with us at dndduet.com, where you’ll find additional adventures and lots of duet-ing tips. You can also find our adventures on DriveThruRPG. Not for resale. Permission granted to print or photocopy this document for personal use only. First Blush: An Introductory One-on-One Adventure by D&D Duet 10 Appendix A: Stat Blocks Ice Mephit Ice Mephit Small elemental, neutral evil Armor Class 11 (studded leather) Hit Points 21 (6d6) Speed 30 ft., fly 30 ft. Dresik Dresik uses an adapted guard stat block. Training Guard, Range Medium humanoid (human), neutral good Armor Class 10 (cotton shirt) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Senses passive Perception 10 Languages Common Challenge 1/8 (25 XP) ACTIONS Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Torvald Torvald uses an adapted guard stat block. STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 12 (+1) Skills Perception +2, Stealth +3 Damage Vulnerabilities bludgeoning, fire Damage Immunities cold, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Aquan, Auran Challenge 1/2 (100 XP) Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save or half as much on a successful one. False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. Innate Spellcasting (1/Day). The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma. ACTIONS Training Guard, Melee Medium humanoid (human), neutral good Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage. Armor Class 12 (leather armor) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Skills Perception +2 Senses passive Perception 12 Languages Common Challenge 1/8 (25 XP) Frost Breath (Recharge 6). The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. ACTIONS Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Not for resale. Permission granted to print or photocopy this document for personal use only. First Blush: An Introductory One-on-One Adventure by D&D Duet 11 Garren Bronson Remmy Sullivan Garren uses an adapted warrior sidekick stat block. Remmy uses the expert sidekick stat block. Garren Bronson (Level 1 Amulet-Bound Protector) Medium humanoid (human), lawful good Armor Class 18 (chain shirt, shield) Hit Points 13 (2d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0) Saving Throws Con +4 Skills Athletics +4, Perception +3, Survival +3 Senses passive Perception 13 Languages Common, Dwarvish Amulet’s Binding. So long as Garren is within 1000 feet of the PC’s amulet, when he falls to 0 hp, his body disappears and retreats into the amulet, where Garren has 1 hp. So long as the PC is not incapacitated, Garren cannot remove himself from the amulet. The PC can use their Action to call him out. If the PC falls to 0 hp or is incapacitated while Garren is in the amulet, he can expel himself from it. ACTIONS Flametongue Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 4 (1d8) fire damage. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. REACTIONS Protect. Garren imposes disadvantage on the attack roll of a creature within 5 feet of him whose target isn’t Garren. Garren must be able to see the attacker. [DM’s note: Many PCs decide to take Remmy with them on their quest instead of leaving him behind in Amn, though of course this preference is up to you. There is a similar expert character in Second Glance who can aid the PC on their journey, so don’t force Remmy’s presence if it doesn’t seem natural and/or if you’d prefer for the party to just be the PC and Garren.] Remmy Sullivan (Level 1 Expert) Medium humanoid (human), chaotic good Armor Class 14 (studded leather) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 13 (+1) 10 (+0) 14 (+2) Saving Throws Dex +4 Skills Acrobatics +4, Performance +4, Persuasion +4, Sleight of Hand +4, Stealth +4 Senses passive Perception 10 Languages Common Helpful. Remmy can take the Help action as a bonus action. Tools. Remmy has thieves’ tools and a musical instrument. ACTIONS Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Not for resale. Permission granted to print or photocopy this document for personal use only. First Blush: An Introductory One-on-One Adventure by D&D Duet 12 Appendix B: Maps You’ll find a full-page copy of each of these maps at the end of the adventure. Bharmyr’s Arena Not for resale. Permission granted to print or photocopy this document for personal use only. First Blush: An Introductory One-on-One Adventure by D&D Duet 13 The Lonely Hold, DM’s Map The Lonely Hold, Player’s Map Not for resale. Permission granted to print or photocopy this document for personal use only. First Blush: An Introductory One-on-One Adventure by D&D Duet 14 Start Your Next Adventure D&D DUET Continue the Crystalline Curse Trilogy WE HOPE YOU ENJOY YOUR ADVENTURES! FIND MORE ADVENTURES ON DRIVETHRU RPG! Five Vampire Adventures! A WIDE VARIETY OF LOCATIONS, QUESTS, AND CREATURES!