Shocking Grasp (Cantrip). Melee Spell Attack: +6 to hit (with advantage if the target is wearing armor made of metal), reach 5 ft., one creature. Hit: 9 (2d8) lightning damage, and the target can’t take reactions until the start of its next turn.
Spellcasting. The sage casts one of the following spells, using Intelligence as the spellcasting ability (save DC 14, +6 to hit with spell attacks):
At will: light, mage hand, mending
3/day each: comprehend languages, detect magic, identify
1/day each: dispel magic, levitate, locate object, see invisibility, sending, tongues, unseen servant
Shield (1st-Level Spell; 3/Day). When the sage is hit by an attack or targeted by a magic missile spell, it calls forth an invisible barrier of magical force that protects it. Until the start of its next turn, the sage has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile.
Description
Appearance:
Aldric is a wiry man with graying hair, keen blue eyes, and a travel-worn cloak bearing the insignia of the Bedegar Historical Society. His leather satchel overflows with ancient scrolls, ink-stained notes, and fragile tomes, all detailing the history of the Delian Order. Despite his scholarly nature, his hands are rough, marked by years of fieldwork.
Personality & Motivations:
- Inquisitive: Always eager to uncover lost history, Aldric is passionate about preserving knowledge.
- Determined: Though not a fighter, he refuses to let superstition or fear stop him from learning the truth.
- Respectful: He treats ancient sites and their guardians (living or undead) with reverence, believing history must be preserved, not looted.
- Skeptical: While he acknowledges supernatural forces, he prefers logic and written accounts over rumors and myths.
Role in the Adventure:
- Quest Giver & Lore Keeper: Aldric arrives in Villane seeking information about the Delian Order and its tomb. He warns the party about the forgotten legends surrounding Lord Delius.
- Provides Clues: Through his research, he can help decipher ancient inscriptions, offer historical context, and recognize dangers the party may face in the Delian Tomb.
- Moral Anchor: If the party loots the tomb, he will chastise them, explaining that the Delian Order’s artifacts belong in a museum, not a coin purse.
Adventure Hooks:
- New Discovery: Aldric has uncovered a hidden passage in the tomb’s history, hinting at a sealed chamber that was previously overlooked.
- A Scholar’s Fear: He believes something unnatural has reawakened in the ruins—perhaps a fallen Delian knight turned revenant.
- Personal Connection: He may reveal that he is a descendant of a Delian scribe and feels a duty to ensure the Order’s story is told truthfully.
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