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Cecil is an Alumni of the Frecia Academy. A Wizard specializing natural types of spells and magic. She wields a staff with runic symbols on it allowing her to cast spells from it. Cecil is believed to be cursed to forever smile no matter what the situation calls. 


It was later revealed the Cecil was actually Comedina

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Medium humanoid (elf), any non-lawful alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Roll Initiative! +1
STR
11(0)
DEX
12(+1)
CON
12(+1)
INT
10(0)
WIS
10(0)
CHA
10(0)
Condition Immunities Charmed
Senses Darkvision 60ft
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Actions
DAGGERS

Daggers. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft or 20/60ft, one target. Hit (1d4 +1) piercing damage

LIGHT CROSSBOW

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

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You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
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Instigator
Jo'Han Dough

Jo'han's mother has not reached out to the guild in some time. Normally she would have returned back from her job by now but it appears that something has held her up. 


She was last seen traveling to Trylinion with the task of escorting one of the Trylinion soldiers. It was a high risk assignment with a huge pay out which is what grabbed her attention. But since she has been signed on with the mission, she has lost contact with the guild. 

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Glowing white lines on the blade of this halberd form a simplified shape of a mountain range. The shaft of this halberd is adorned with garnets but has a long crack running along it. Fiends would find the halberd repulsive. It also feels light to touch.

You have a +2 bonus to attack and damage rolls made with this halberd. If your target is a fiend, it must make a DC 17 Constitution saving throw, and take an extra 4d8 radiant damage on a failed save, or half as much extra damage on a successful one.

The halberd allows to cast detect evil and good spell at will.

The halberd stores a pool of 50 charges, which you can spend as an action to restore hit points to a creature, up to half their hit point maximum. The pool replenishes daily at dawn.

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