The Defenders of the Seaward Terraces
The Defenders of the Seaward Terraces

What Lies
Beneath

Level 1 custom starters

Kalyspore, Sir Pinchmore, Therien, Wylmontt, Theros and Esme

The Defenders

Character reference
What Lies Beneath

Combat & stats

Attacking & damage

Choose an attack and roll d20. A connecting attack can still be blocked. Resolve each of Theros’s daggers separately.

Natural d20ResultIf defense fails
1Critical missNo damage or defense roll
2–5MissNo damage or defense roll
6–9Glancing hitHalf damage, round down; minimum 1
10–14Normal hitListed damage
15–19Strong hitListed damage +2
20Critical hitRoll damage dice twice; fixed bonuses once

Use the natural attack result without the older +1 attack bonus. A successful hit deals at least 1 damage before defensive abilities reduce it.

Defending & falling to 0 HP

On an incoming attack of 6–20, roll d20 + Defense bonus. Beat the attack total to block all damage; a tie hits. Defense 0–2 gives +0, 3–4 gives +1, 5–6 gives +2, and 7–8 gives +3. The DM sets the bonus for scores beyond the supplied table.

Natural defense 1 always fails. Natural defense 20 always blocks, even against a natural attack 20.

At 0 HP, fall unconscious. Each turn roll d20: 1–9 is a failure, 10–19 a success, and 20 restores 1 HP. Three successes stabilize you; three failures mean critical injury requiring help. Track those rolls in the battle notes.

Understanding your stats

Strength: physical power. Dexterity: speed, reflexes and precision. Constitution: toughness and stamina. Intelligence: knowledge and problem-solving. Wisdom: awareness and judgment. Charisma: persuasion and leadership.

The DM describes a challenge, chooses the relevant stat, and asks for a d20 when the outcome is uncertain. The DM checks the stat and difficulty to decide success.

HP is damage you can take. Defense is protection. Strength is power. Armor upgrades do not increase Strength.

Original guides & character sheet
Original character reference sheet