Académique Documents
Professionnel Documents
Culture Documents
v. 1.1
Introduction: In the city of Calimport, nothing is ever as it seems. A Mad Wizard's Convention
returns as is yearly tradition. Coinciding with the Mad Wizard's Convention are elections for the 16
wards of Calimport. An up-and-coming politician gives his rival a bauble acquired from the Mad
Wizard's Convention. Will it pave his way to newfound political power? Or will it cause an Identity
Crisis?
by KALEA WOLFF
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IDENTITY CRISIS
Background
All discomfort comes from suppressing your true identity.
Bryan McGill, Voice of Reason
Mehmen Khalid a highly charismatic and beloved leader
of the Grand Ward is a curious businessman and collector
of magical oddities. He commissioned renowned WizardSantoryn Graybuck to Dispel Magic on a curious gem given
to him by his current political competition for the upcoming ward leadership elections, Mular Manaad (Noble). The
gem contained a Death Slaad that, once freed, quick-cast
Cloudkill engulfing Mehmen Khalid and Santoryn Graybuck killing them instantly.
The next night, after assuming Mehmen Khalid's identity,
the Death Slaad goes to the Khanduq ward where Khalid's
warehouse resides. Because it's been so long since this
Death Slaad has been able to kill, he kills the first people
he sees. The victims are four of Khalid's warehouse
workers (Commoner). Upon seeing the evil glint in his eye,
they turn to flee. As they're running, he again casts
Cloudkill enveloping them in the poisonous gas killing
them instantly.
Mular Manaad had every intention of using this imprisoned Death Slaad to take out his competition, but he didn't
intend on there being collateral damage. Manaad realized
that without some form of intervention there was no way
he'd win the upcoming election against Khalid.
Adventure Hooks
Tourists: The mad wizard convention is a highly anticipated,
yearly convention that happens in the Wizard's Ward of
Calimport for a full ten-day. The convention offers workshops from expert Wizards and Sorcerers in various schools
of magic. Higher level parties can also acquire various magical items to augment their inventories. These range from
trinkets to enchanted weapons and armor.
Missing Person: While the party is checking out the Mad
Wizard's Convention, they are approached by the staff of the
convention. Santoryn Graybuck failed to show up for his
panel, Dispelling: The Myth, the Magic, the Mystery.
Crime Scene: While walking through Calimport on the way
to the convention, the party could come across the crime
scene. If the party asks about what happened, the City Guard
will mention that these murders happened last night, but so
far they don't have any solid leads.
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General Features
The general features of the streets of Calimport at this time are
as follows:
Light: The light cast over the city is dim to start, casting
heavy shadows over this portion of the city. As with any
sunrise, the light will eventually bathe the city in brightness.
Sounds: Calimport is a bustling city. Merchants hawk their
wares nearby. The sounds of horses pulling carts and
general foot traffic fill the busy streets. Camels also
break the silence with their hideous sounds. Music from
nearby street performers hangs in the air.
Smells: The smells of incense and other magical components hang heavy in the air.
The Mad Wizard's Convention is held in the Wizard's Ward
of Calimport. The Wizard's Ward is located near the
harbor of Calimport. It is a major center of commerce and
government for the arcane users of the city. Once the
players arrive at the Convention House, read the following
aloud:
Entering the Wizard's Ward of Calimport, signs
direct the party to a large sandstone building
in the center of the ward. Colorful banners
hang from the roof of the building. They read
Mad Wizard's Convention. Wizards, sorcerers,
nobles and commoners alike shuffle in and out
of the convention house.
IDENTITY CRISIS
Crime Scene
If the party enters Calimport from the Northwest, it is possible for them to arrive at the crime scene before the Mad
Wizard's Convention. Once the players arrive at the crime
scene read the following aloud:
The crime scene is being handled by Captain Dwyer (Veteran) and 3 Guards. The party can get the following information from Captain Dwyer with a DC 15 Persuasion (Charisma) check.
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The party can find Mular Manaad in the Grand Ward with a
DC 10 Survival (Wisdom) check as he is making no moves to
cover his tracks.
The party can interrogate Manaad using DC 20 Persuasion
(Charisma) or Intimidation (Charisma) checks. He will give
the party the following information:
IDENTITY CRISIS
Treasure
Upon killing the Death Slaad and returning to the City
Guard, the party is given the reward of 500 gold (total) as
promised. They are given an extra 300 gold (total) if they
are able to turn in Mular Manaad.
Level 1:
Level 4: Banishment
Level 7: Symbol
XP
The party earns 5900 XP (divided among all members) for
defeating the Death Slaad. They also gain 300 XP for
capturing Mular Manaad and turning him in to the city
guard.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: any one language (usually Common)
Challenge: 1/8 (25 XP)
Actions
Spear: Melee or Ranged Weapon Attack +3 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage
Guard
Medium Humanoid (any race), any alignment
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: any one language (usually Common)
Challenge: 1/8 (25 XP)
Actions
APPENDIX A: Monster/NPC
Statistics
Commoner
Death Slaad
Death Slaad are not a part of OGL content. Please see the Monster Manual p. 278 for stat block.
Noble
Medium humanoid (any race), any alignment
IDENTITY CRISIS
STR
11 (+0)
DEX
12 (+1)
Actions
CON
11 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Actions
Veteran
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
STR
16 (+3)
CHA
10 (+0)
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IDENTITY CRISIS