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Stat Blocks

Stat Block Roster

Creature / NPC / HazardRoleEncounterDifficulty PurposeScaling Priority
Archive Sprite “Pell”Main antagonist / bossFinal chamber, record vault, ritual climaxModerate boss with control, movement, and time pressureHighest
Animated Paper ScrapMinion hazardArchive annex, copy room, final chamberLow-threat nuisance, action tax, clue-pressureHigh
Living SealElite minion / blockerArchive shelves, lower copy roomProtects entries, pins targets, guards key objectsMedium
Misfiled Record KnotHazard / trapRecords annex, hidden passage, ritual roomPuzzle-flavored battlefield frictionMedium
Sheriff Brin HollowAlly / social-pressure combat supportTown square, archive approach, finale crowd controlKeeps civilians safe, adds tactical support without stealing spotlightMedium
Tovin QuillAlly / procedural obstacle combatantArchive gate, annex defenseDefensive blocker, door-control, low-damage pressureLow
Mera PlumeAlly / improvised supportMarket square, town streetsNoncombat-first helper with emergency utilityLow
Ink-Bite SwarmEnvironmental hazardArchive and copy roomForces movement and creates urgencyMedium
Copy-Rite WardRitual hazard / lair effectLower copy room, final chamberSustained ticking-clock pressureHigh

Design Notes

- Intended level and party size: Levels 2–4, 3–5 adventurers. - Expected combat length: Most fights should last 3–5 rounds. The finale can run 4–6 rounds if the party engages the ritual and Pell. - Resource pressure goal: One moderate skirmish, one hazard-heavy scene, and one boss encounter. Encourage spending 1st/2nd-level spells, healing, and repositioning without exhausting the party before the finale. - Essential stat blocks: Pell, Animated Paper Scrap, Living Seal, Copy-Rite Ward. - Optional stat blocks: Sheriff Brin Hollow, Tovin Quill, Mera Plume, Ink-Bite Swarm. - Assumptions: The party will use investigation and social scenes to reduce combat difficulty. The boss is designed to be more dangerous through interference than raw damage. The adventure’s ticking clock is represented by ritual hazards, not a full round-by-round timer unless the DM wants one.

Formal Stat Blocks

Archive Sprite “Pell”

Tiny fey, unaligned - Armor Class 15 - Hit Points 26 - Speed 20 ft., fly 30 ft. (hover) - STR DEX CON INT WIS CHA 4 (-3) 18 (+4) 12 (+1) 14 (+2) 12 (+1) 10 (+0) - Saving Throws Dex +6, Int +4 - Skills Arcana +4, Investigation +4, Perception +4, Sleight of Hand +6 - Senses darkvision 60 ft., passive Perception 14 - Languages Common, Sylvan; can read any writing it touches - Challenge / Proficiency Bonus CR 2 / PB +2

Traits - Paper Glide. Pell ignores difficult terrain made of paper, cords, scrollwork, shelves, and scattered clutter. - Correction Aura. At the start of each of Pell’s turns, one unsecured document, tag, label, or note within 30 feet shifts position or changes a visible heading/mark. - Skittish Focus. If a creature uses an action to speak kindly, present a true record, or complete a ritual step, Pell has disadvantage on its next attack or control effect against that creature before the end of its next turn.

Actions - Ink Needle. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 7 psychic damage, or 4 psychic damage if the target is holding a written record or carrying the true ledger. - Paper Cut Burst (Recharge 5–6). Pell releases slicing slips in a 10-foot cube within 30 feet. Creatures in the area make a DC 13 Dexterity save, taking 10 slashing damage on a failure, or half as much on a success. On a failed save by 5 or more, the creature also drops one held object. - Rewrite Line (1/turn). Pell targets one visible nonmagical written entry, label, or sign within 30 feet. Until restored, the wording becomes subtly wrong. A creature adjacent to the text can restore it as an action with a DC 12 Arcana, Investigation, or calligrapher’s tools check.

Bonus Actions - Flit Away. Pell takes the Disengage or Dash action as a bonus action. - Misdirect. When Pell is hit by an attack, it can force the attacker to reroll if the attacker can see at least two different documents or labels; use once per round.

Tactics Pell stays mobile, fights from cover, and targets anyone carrying important pages. It prefers to break the party’s certainty over dealing heavy damage. If calmed with a true record or a direct apology for the ritual mistake, it may pause long enough for negotiation.

Scaling Notes - Level 2 / Easy: HP 18; remove Paper Cut Burst. - Level 3 / Standard: As written. - Level 4 / Hard: HP 34; Rewrite Line can affect a magical seal or ritual tag once per encounter.

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Animated Paper Scrap

Tiny construct, unaligned - Armor Class 13 - Hit Points 7 - Speed 20 ft., fly 20 ft. (hover) - STR DEX CON INT WIS CHA 6 (-2) 15 (+2) 10 (+0) 2 (-4) 10 (+0) 1 (-5) - Skills Stealth +4 - Damage Resistances piercing; bludgeoning from nonmagical attacks - Damage Vulnerabilities fire - Condition Immunities poisoned - Senses blindsight 10 ft., passive Perception 10 - Languages — - Challenge / Proficiency Bonus CR 1/8 / PB +2

Traits - Slip Between Pages. The scrap can move through spaces as narrow as 1 inch without squeezing. - Nuisance Cling. A creature hit by the scrap has disadvantage on its next ability check made to handle papers, keys, or small objects before the end of its next turn.

Actions - Papercut. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 slashing damage. - Tear the Margin. If the scrap hits a creature holding a page, sign, or scroll, the target must succeed on a DC 11 Dexterity save or drop it.

Tactics Scraps swarm hands, faces, and loose documents. They are weak individually but annoying in groups. They harry spellcasters, carriers, and anyone trying to preserve evidence.

Scaling Notes - Level 2: Use 3–4 scraps. - Level 3: Use 5–6 scraps or pair them with one Living Seal. - Level 4: Use 6–8 scraps, or let them recur once when a shelf is disturbed.

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Living Seal

Small construct, unaligned - Armor Class 14 - Hit Points 15 - Speed 20 ft. - STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 3 (-4) 10 (+0) 1 (-5) - Damage Resistances bludgeoning, slashing from nonmagical attacks - Condition Immunities charmed, frightened, poisoned - Senses darkvision 30 ft., passive Perception 10 - Languages — - Challenge / Proficiency Bonus CR 1/4 / PB +2

Traits - Adhesive Wax. A creature hit by the seal cannot take reactions until the start of its next turn if it was holding paper or a tool. - Stamp of Priority. The seal has advantage on checks or saves to stay attached to a door, drawer, page stack, or ledger.

Actions - Seal Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage. - Pin the Page. One creature within 5 feet must succeed on a DC 11 Strength save or its speed is reduced by 10 feet until the start of its next turn.

Tactics Living Seals defend the true ledger, doorways, and ritual objects. They are best used as blockers that buy Pell time or create a choice between protecting evidence and attacking the boss.

Scaling Notes - Level 2: Use 1 seal. - Level 3: Use 2 seals. - Level 4: Use 2 seals plus one paper scrap wave.

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Misfiled Record Knot

Medium hazard, unaligned - Armor Class 12 - Hit Points 18 - Speed 0 ft.; see traits - STR DEX CON INT WIS CHA 8 (-1) 8 (-1) 12 (+1) 6 (-2) 10 (+0) 1 (-5) - Senses passive Perception 10 - Languages understands Common but cannot speak - Challenge / Proficiency Bonus CR 1/2 / PB +2

Traits - Clerical Snare. The knot is fixed to a shelf, desk, or floor seam. A creature entering its space or starting its turn there must succeed on a DC 12 Dexterity save or have its speed reduced to 0 until the start of its next turn. - False Lead. The first creature to interact with the knot each round must succeed on a DC 11 Investigation or Arcana check to recognize it as magical interference; on a failure, the creature wastes 5 feet of movement and cannot take reactions this turn. - Readable Weakness. The knot has vulnerability to fire, and takes double damage from a creature using calligrapher’s tools, ink, or a written true record as part of the attack.

Actions - Paper Twist. One creature within 10 feet must make a DC 12 Dexterity save or take 5 psychic damage and be pulled 5 feet toward the knot.

Tactics This hazard slows pursuit and makes the battlefield feel like a bad filing system come alive. It should appear in narrow corridors, stairwells, or around the pedestal holding the true ledger.

Scaling Notes - Level 2: One knot only. - Level 3: Two knots with staggered positions. - Level 4: One knot plus one Living Seal guarding it.

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Ink-Bite Swarm

Medium swarm of tiny hazards, unaligned - Armor Class 13 - Hit Points 22 - Speed 15 ft., climb 15 ft. - STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 2 (-4) 10 (+0) 1 (-5) - Damage Resistances bludgeoning, piercing, slashing - Damage Vulnerabilities fire - Condition Immunities charmed, frightened, grappled, prone, restrained - Senses blindsight 10 ft., passive Perception 10 - Languages — - Challenge / Proficiency Bonus CR 1 / PB +2

Traits - Nibble the Linework. A creature damaged by the swarm has disadvantage on its next check to read, copy, or restore text before the end of its next turn. - Scatter on Impact. If the swarm takes fire damage, it loses this trait until the start of its next turn: it can’t take reactions.

Actions - Ink Gnaw. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 piercing damage, or 3 damage if the target has half cover or better. - Blind the Margins (Recharge 5–6). Creatures of the swarm’s choice in a 10-foot radius centered on the swarm must succeed on a DC 12 Constitution save or have disadvantage on opportunity attacks until the end of their next turn.

Tactics Ink-Bites clog cracks, gnaw labels, and cause small injuries that matter because they interrupt reading and handling. They are best placed to complicate a puzzle or chase rather than as a stand-alone fight.

Scaling Notes - Level 2: Use only if the party is already fresh. - Level 3: One swarm. - Level 4: Two swarms, staggered by one round.

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Sheriff Brin Hollow

Medium humanoid, lawful good - Armor Class 15 - Hit Points 30 - Speed 30 ft. - STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 10 (+0) 13 (+1) 11 (+0) - Saving Throws Str +4, Con +4 - Skills Athletics +4, Insight +3, Perception +3, Intimidation +2 - Senses passive Perception 13 - Languages Common - Challenge / Proficiency Bonus CR 1 / PB +2

Traits - Keep the Peace. Brin has advantage on checks to calm crowds or stop a panic from escalating. - Shielded Stance. While wielding a shield, Brin gains +1 AC against ranged attacks. - Arrest, Not Kill. If Brin drops a creature to 0 HP, that creature is stable unless it is a construct or undead.

Actions - Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 piercing damage. - Baton Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage, and the target must succeed on a DC 12 Strength save or be pushed 5 feet. - Commanding Shout (Recharge 5–6). One ally within 30 feet that can hear Brin can use its reaction to move up to half its speed without provoking opportunity attacks.

Reactions - Intercept. When a creature Brin can see attacks an adjacent ally, Brin imposes disadvantage on that attack once per round.

Tactics Brin holds the center, pushes enemies away from civilians, and buys time. He is strongest when used as a defensive support rather than a front-line damage dealer.

Scaling Notes - Level 2: HP 24; remove Commanding Shout. - Level 3: As written. - Level 4: HP 36; Commanding Shout recharges on 4–6.

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Tovin Quill

Medium humanoid, lawful neutral - Armor Class 14 - Hit Points 22 - Speed 30 ft. - STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 12 (+1) 15 (+2) 14 (+2) 10 (+0) - Saving Throws Int +4, Wis +4 - Skills Investigation +4, Perception +4, Insight +4, Arcana +4 - Senses passive Perception 14 - Languages Common, one scholarly language - Challenge / Proficiency Bonus CR 1 / PB +2

Traits - Rule of Access. Tovin has advantage on checks to identify forged credentials, false seals, or procedural violations. - Keyring Shield. Once per round when hit by a melee attack, Tovin reduces the damage by 3. - Archive Familiarity. Tovin ignores difficult terrain caused by papers, books, shelves, and cords.

Actions - Quill Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 piercing damage. - Folio Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage, and the target must succeed on a DC 11 Strength save or be pushed 5 feet. - Stamp of Authority (Recharge 6). One creature within 30 feet that can hear Tovin must succeed on a DC 12 Wisdom save or have disadvantage on its next attack or check against a door, drawer, or written record before the end of its next turn.

Bonus Actions - Lock the Drawer. Tovin interacts with a nearby latch or lock.

Tactics Tovin protects chokepoints, shuts drawers, and uses positional control instead of damage. He should slow intruders, not overwhelm them.

Scaling Notes - Level 2: Remove Stamp of Authority. - Level 3: As written. - Level 4: HP 30; Keyring Shield reduces damage by 5.

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Mera Plume

Medium humanoid, neutral good - Armor Class 12 - Hit Points 18 - Speed 30 ft. - STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 12 (+1) 13 (+1) 14 (+2) 14 (+2) - Skills Insight +4, Perception +4, Persuasion +4, Sleight of Hand +3 - Senses passive Perception 14 - Languages Common - Challenge / Proficiency Bonus CR 1/4 / PB +2

Traits - Good Memory, Better Gossip. Mera has advantage on checks to recall who said what, who bought what, or who was missing from a scene. - Kitchen Courage. The first time each day Mera would be frightened, she can instead ignore the condition. - Useful Scrap. Once per encounter, Mera can produce a minor tool, cloth, receipt, chalk note, or similar object needed to explain a clue or improvise a fix.

Actions - Copper Frypan. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage. - Flour Puff (1/Day). One creature within 10 feet must succeed on a DC 12 Constitution save or be blinded until the start of Mera’s next turn.

Tactics Mera avoids real fights. If forced, she disrupts, distracts, and protects bystanders. She is best used as an emergency clue source or temporary aid.

Scaling Notes - Level 2–4: Use as a support NPC only; keep her out of major combat unless the party is desperate.

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Copy-Rite Ward

Large hazard, magical construct - Armor Class 13 - Hit Points 24 - Speed 0 ft. - STR DEX CON INT WIS CHA 12 (+1) 8 (-1) 14 (+2) 5 (-3) 12 (+1) 1 (-5) - Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks - Damage Immunities poison, psychic - Condition Immunities blinded, charmed, deafened, frightened, prone - Senses blindsight 30 ft., passive Perception 11 - Languages understands Common but cannot speak - Challenge / Proficiency Bonus CR 1 / PB +2

Traits - Ritual Lock. The ward is active while at least one loose record, ledger, or ceremonial page is within 10 feet of it. - Overeager Correction. At the start of each round, one creature of the ward’s choice within 20 feet must succeed on a DC 12 Wisdom save or have disadvantage on its next attack roll or check made to alter, copy, or restore text. - Fail-Forward Warning. If the ward is reduced to 0 HP, it bursts in a spray of tagged paper; each creature within 5 feet must succeed on a DC 11 Dex save or take 3 slashing damage, but the ward’s collapse also reveals a hidden compartment, page, or symbol.

Actions - Rattle the Stack. One creature within 10 feet must succeed on a DC 12 Strength save or be pushed 10 feet and knocked off balance, taking 4 bludgeoning damage. - Binding Tag. Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 5 force damage, and the target can’t take reactions until the start of its next turn.

Tactics The ward exists to make the finale feel like a document-based disaster. It does not roam; it punishes haste and rewards creatures who stabilize the ritual area first.

Scaling Notes - Level 2: HP 18; use only one ward. - Level 3: As written. - Level 4: HP 32; add a second ward if the party arrives fresh.

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Encounter Packages

1) Market Square and Notice Board

Use: Mostly social, but can become a light combat or chaos scene if the crowd panics. - Creatures / hazards: Sheriff Brin Hollow (if needed), 2–4 Animated Paper Scraps, Misfiled Record Knot - Starting positions / battlefield pressure: Crowd at the board; scraps burst from notices or clipped ledger pages; knot hidden under the board, bench, or sign post. - Easy version: No combat unless the party starts tearing down notices. Use only 2 scraps. - Standard version: 3 scraps plus one knot, with Brin helping keep civilians back. - Hard version: 4 scraps, one knot, and a second knot on the opposite side of the square. - Noncombat bypass / alternative solution: Calm the crowd, show a true receipt or note, and solve the contradiction with Investigation and Persuasion. - If the party retreats: The crowd gets louder, one extra false notice appears, and the party loses time but not the lead.

2) The Archive Gate

Use: Social obstacle that can become a brief scuffle. - Creatures / hazards: Tovin Quill, 1 Living Seal, optional 1 Animated Paper Scrap - Starting positions / battlefield pressure: Tovin blocks the door; seal clings to the frame or lock; paper scrap harasses hands and keys. - Easy version: Tovin is cooperative after one good argument; no combat. - Standard version: One seal blocks access while Tovin uses