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Stormhaven Campaign

D&D 5e · 1 Session Played · Milestone Leveling · DM: Joey

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Party
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Quests
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Session
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NPCs
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Locations
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Monsters

Party

🛡️ Joey

Human Paladin 1 · AC 18 · HP 10/10 · Soldier · PC

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Active Quests

QuestStatusGiverReward
The Missing CaravanActiveCaptain Varek100gp paid · 400gp
Temple of the Forgotten GodPendingMadame ZeroniUnknown
Whispers in the DarkActive

Recent Sessions

Session 1 · The Tavern Meeting

📅 May 18, 2026 · Day 1

Met at The Drowned Rat. Hired by Captain Varek. 100gp upfront. Researched the Whispering Woods. Stocked supplies.

💰 +100gp · 🏪 -25gp supplies

Session 2 · Upcoming

📅 TBD

Follow caravan trail into Whispering Woods. Goblin scouts expected.

World Map

🏰 Stormhaven ──east→ 🌲 Whispering Woods ──deep→ 🏛️ Sunken Temple
  └──below── 🕳️ The Undercity

Joey

PC Alive Human · Paladin 1 · Soldier · AC 18 · HP 10/10 · Init +2 · Prof +2 · 59 GP

Ability Scores

STR17
+3
DEX15
+2
CON10
+0
INT14
+2
WIS11
+0
CHA11
+0

Attacks


Longsword+5 · 5ft
1d8+3 slash
Versatile: 1d10+3
Javelin (×6)+5
30/120ft thrown
1d6+3 pierce
Unarmed+5 · 5ft
4 bludgeoning

Saves

STR+3DEX+2CON+0INT+2WIS+2 ↻CHA+2 ↻

Prof. Skills

Athletics+5Insight+2Intimidation+2Medicine+2Perception+2Religion+2Sleight of Hand+2

Features


Lay on Hands — Pool 5 HP. BA: touch to heal. Spend 5 HP to cure Poison/disease.

Divine Sense — Action. Know celestial/fiend/undead within 60ft. 1/LR.

Fighting Style: Defense (+1 AC while wearing armor) or Dueling — choose at level 2.

Two-Weapon Fighting: BA off-hand attack with Light weapon.

Opportunity Attack: Reaction — melee vs creature leaving reach.

HP Tracker

10 / 10 max

Equipment


⚔️Longsword1d8 slash · Versatile
🛡️Chain Mail + ShieldAC 18
🎯Javelins ×6Thrown 30/120
💧Holy Water2d6 radiant vs fiends
📿AmuletUnknown holy symbol — glows when praying
🎒Explorer's PackBlanket · Tinderbox · Lamp · Robe · 7 Rations

Languages & Proficiencies

ArmorHeavy, Medium, Light, ShieldsWeaponsMartial, SimpleToolsDragonchess SetLanguagesCommon, Draconic, Goblin

Background — Soldier

Former military. Disciplined. Speaks Goblin from border patrols. Draconic from intelligence reports about dragon cult activity. The amulet — found in temple rubble during a campaign — glows faintly when he prays. He doesn't know whose symbol it bears.

📋 D&D Beyond

NPCs

Captain Varek

Ally Commander · Stormhaven Guard · Human · Lawful Good

Grizzled veteran. Commands the City Guard. Lost an eye to goblins 20 years ago. Hired the party for the caravan job. Fair, stern, cares about his people. Has a soft spot for disciplined soldiers like Joey.

📍 Guard Barracks, Trade Quarter · 🔗 Quest: The Missing Caravan

Madame Zeroni

Mysterious Fortune Teller · Human · Chaotic Neutral

Elderly woman in a hut at the forest edge. Reads fortunes with weathered cards and bone dice. Warned of "shadows that walk" and "a sleeping wyrm." Sold three moon-touched arrows. Knows far too much — possibly an ex-cultist.

📍 Hut at Whispering Woods edge · 🔗 Temple of the Forgotten God

Glim the Fence

Criminal Information Broker · Halfling · Chaotic Neutral

Runs a pawn shop in the Undercity that's really an intelligence brokerage. Knows everyone in Stormhaven's underworld. Offered to buy temple relics. True loyalties unclear — but his information is always good.

📍 Glim's Curiosities, Undercity · 🔗 Artifact buyer

Brother Aldric

Ally Scholar · Stormhaven Temple · Human · Lawful Good

Young archivist at the Temple of Bahamut. Has compiled the most complete research on the Sunken Temple. Eager to help but physically frail. His translations of pre-imperial texts are the party's best source on the dragon cult.

📍 Temple of Bahamut · 🔗 Research contact

Bess

Ally Tavern Keeper · Half-Orc · Neutral Good

Retired sailor. Runs The Drowned Rat — party HQ. Enforces "no weapons drawn" with a magically reinforced cudgel. Knows every dock rumor. Good ale, decent food, private rooms 5sp/night.

📍 The Drowned Rat, Docks

Session Log

📜 Session 1 · The Tavern Meeting

📅 May 18, 2026 · In-game Day 1 · ~4 hours

Location: The Drowned Rat, Stormhaven

Answered Captain Varek's job posting. He explained: a merchant caravan vanished three weeks ago near the Whispering Woods. 100gp upfront, 400gp on completion. Spent the day preparing — market for supplies, temple library for research (found references to a "Sunken Temple" and pre-imperial dragon cult), docks for rumors.

Met: Captain Varek, Bess, Brother Aldric

Decision: Leave at dawn. East on trade road, then cut north on old hunter's trail into the woods.

💰 +100gp from Varek · 🏪 -25gp supplies · 📜 Obtained woods map · 🔮 Dragon cult rumors

📜 Session 2 · Upcoming — Into the Woods

📅 TBD

Plan: Leave at dawn. Stop at Zeroni's hut. Follow hunter's trail. Watch for goblin scouts. Camp at stream crossing. Signs of missing caravan. Gather intel on the temple location.

Encounters: Goblin scouts, forest hazards, temple sentinels possible

Prep: Rations 3+ days · Torches · Rope · Tent · Extra waterskins

Quest Log

🔍 The Missing Caravan

Active Captain Varek · High Priority

Caravan vanished near Whispering Woods 3 weeks ago. Standard trade goods plus a sealed chest for the northern temple.

Reward: 100gp paid · 400gp on completion

Progress: Session 1 — accepted, prepared. Awaiting departure.

Clues: Library mentions Sunken Temple · Dock rumors of "organized" goblins

🏛️ Temple of the Forgotten God

Pending Medium Priority

Pre-imperial dragon cult temple deep in the woods. Abandoned after a schism. Brother Aldric's research suggests artifacts remain — and a dragon has claimed it as a lair.

Reward: Unknown artifacts · Glim offers to buy relics

Clues: Zeroni's prophecy · Aldric's research · Goblin map pointing to temple

🌑 Whispers in the Dark

Active Medium Priority

Something is coordinating the goblin tribes — normally disorganized. Night chanting heard from the woods. Could the dragon cult be active again?

💰 Glim's Proposition

Pending Low Priority

Glim will buy pre-imperial relics. Has "a buyer who'd pay double." Trust him? Turn him in? Use him for info?

World

🏰 Stormhaven

City Pop: ~12,000 · Western Coast

Largest port on the western coast. Merchant Council governs. Four districts: Harbor Heights, Trade Quarter, Temple District, Undercity below.

Services: Weapons/Armor · General Store · Temple healing · Library · Black market · Tavern (The Drowned Rat)

🌲 Whispering Woods

Wilderness East of Stormhaven · Half-day travel

Ancient, dense forest. Named for eerie wind sounds through twisted trees. Goblin tribes in outer areas. Deeper parts hold older, darker things. Zeroni's hut at the edge.

Hazards: Goblins · Shadow Wraiths · Poisonous flora · Unstable ground

🏛️ Sunken Temple

Dungeon · Dragon Lair Deep Woods

Half-submerged pre-imperial temple complex. Flooded lower chambers. Young black dragon lairs here. Untouched vaults possible. Active magical wards suspected.

Occupants: Young Black Dragon (CR 7) · Shadow Wraiths · Animated Armor · Cult remnants

🕳️ The Undercity

Underground Beneath Stormhaven

Network of tunnels, crypts, smuggler passages. Black market, thieves' guild. Glim's territory. Deep caverns may connect to the Whispering Woods.

Bestiary

Goblin Scout CR ¼

AC15HP7 (2d6)Speed30ftSTR8DEX16CON10

Skills: Stealth +6 · Senses: Darkvision 60ft · Nimble Escape: Disengage/Hide as BA

Scimitar +5 (1d6+3) · Shortbow +5 (1d6+3, 80/320ft) · XP: 50 · Groups of 2–12

Shadow Wraith CR 3

AC13HP45 (6d8+18)Fly40ftSTR6DEX16CON16

Resist: Nonmagical B/P/S, Acid, Cold, Fire, Lightning, Thunder · Immune: Necrotic, Poison, many conditions

Incorporeal: Move through creatures/objects (1d10 force if ending inside) · Sunlight Sensitivity

Strength Drain: +6 (3d6+3 necrotic + DC 12 CON or 1d4 STR drain, dies at 0) · XP: 700

Young Black Dragon CR 7 ⚠️

AC18HP127 (15d10+45)Fly/Swim80/40ftSTR21DEX14CON17

Immune: Acid · Senses: Blindsight 30ft, Darkvision 120ft · Amphibious

Multiattack: Bite +8 (2d10+5 + 1d8 acid) + 2 Claws +8 (2d6+5)

Acid Breath (Recharge 5–6): 30ft line, DC 14 DEX, 11d8 acid · XP: 2,900

⚠️ Boss. Don't engage below level 5 without prep. Acid resistance strongly recommended.

Cult Fanatic CR 2

AC13HP33 (6d8+6)Speed30ft

Dark Devotion: Advantage vs charmed/frightened · Spells (DC 11): Light, Sacred Flame, Command, Hold Person, Spiritual Weapon · XP: 450

Gelatinous Cube CR 2

AC6HP84 (8d10+40)Speed15ft

Transparent: DC 15 Perception to spot · Engulf: DC 12 DEX, 3d6 acid/turn · XP: 450

Animated Armor CR 1

AC18HP33 (6d8+6)Speed25ft

Blindsight 60ft · Antimagic Susceptibility · False Appearance · Multiattack: 2 Slams +4 (1d6+2) · XP: 200

Encounter Builder

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Difficulty

Combat Tracker

20JoeyAC 18HP 10/10

Active Conditions

Dice Roller

🎲
× + mod

Spellbook

Healing Word

1st Evocation · BA · 60ft · V

Creature regains 1d4+mod HP. No effect on undead/constructs. Higher Levels: +1d4 per slot level above 1st.

Mending

Transmutation Cantrip · 1 min · Touch · V,S,M

Repair single break/tear in object (max 1ft). Chain links, torn cloaks, broken keys. M: Two lodestones.

Resistance

Abjuration Cantrip · Action · Touch · V,S,M

Target rolls 1d4 and adds to one saving throw (before or after). Spell then ends. M: Miniature cloak.

Party Loot & Treasury

59
Gold
0
Magic Items
1
Quest Items

Coin

CharacterGPSPCP
Joey5900

Quest Items

📜Crude Map of the Whispering WoodsObtained Session 1 — library research

Magic Items

None yet.

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Quick Reference

⚔️ Actions in Combat

Attack · Cast a Spell · Dash (double speed) · Disengage (no OA) · Dodge (disadv on attacks vs you) · Help (adv on next check) · Hide (Stealth check) · Ready (hold action) · Search (Perception/Investigation) · Use an Object

📏 Cover

Half Cover: +2 AC/DEX save · Three-Quarters: +5 AC/DEX save · Full Cover: Can't be targeted

💡 Light

Bright Light: Normal vision · Dim Light: Lightly obscured (disadv on Perception) · Darkness: Heavily obscured (blinded)

😵 Conditions

Blinded: Auto-fail sight checks · Attackers have adv
Charmed: Can't attack charmer · Charmer has adv on social
Deafened: Auto-fail hearing checks
Frightened: Disadv on checks/attacks while source visible · Can't move closer
Grappled: Speed 0 · Ends if grappler incapacitated
Incapacitated: No actions or reactions
Invisible: Adv on attacks · Attackers have disadv (if unseen)
Paralyzed: Incapacitated + auto-fail STR/DEX saves · Attacks within 5ft are crits
Petrified: Paralyzed + resistance to all damage · Immune to poison/disease
Poisoned: Disadv on attacks and ability checks
Prone: Disadv on attacks · Attacks within 5ft have adv · Ranged attacks have disadv
Restrained: Speed 0 · Disadv on attacks/DEX saves · Attackers have adv
Stunned: Incapacitated + auto-fail STR/DEX saves · Attackers have adv
Unconscious: Incapacitated + prone + auto-fail STR/DEX saves · Attacks within 5ft are crits

🥵 Exhaustion

1: Disadv on ability checks · 2: Speed halved · 3: Disadv on attacks/saves · 4: HP max halved · 5: Speed 0 · 6: Death

🚶 Travel Pace

Fast: 4 mph / 30 mi/day · -5 passive Perception
Normal: 3 mph / 24 mi/day
Slow: 2 mph / 18 mi/day · Can use Stealth

🎯 Attack Modifiers

Melee: d20 + STR mod + prof (if proficient)
Ranged: d20 + DEX mod + prof (if proficient)
Finesse: Choose STR or DEX
Spell Attack: d20 + spellcasting mod + prof

💀 Death & Dying

0 HP: Unconscious · Death Saves: d20, 10+ = success, below 10 = failure · 3 Successes: Stable · 3 Failures: Dead · Nat 20: Regain 1 HP · Nat 1: Counts as 2 failures · Damage while at 0: Auto fail 1 death save (crit = 2 fails)

House Rules

🎲 Rolling

Crits: Roll once + add max. Inspiration: 1 per session. Knowledge: No roll if background fits.

⚔️ Combat

Flanking: +2 (not advantage). Potions: BA self, Action to feed. Death saves: Private with DM.

😴 Resting

Short: 1hr, spend HD. Long: 8hr, full HP/spells. Dangerous long rest: Half total HD recovered.

👤 Creation

Stats: Standard Array or Point Buy. Start: Level 3. Feats: At 4/8/12/16/19. Multiclass: Needs story reason.

📜 Table

Phones: Off during combat. Schedule: Every other Sat 6–10pm. Loot: Split evenly. DM Rulings: Final for session.