Stormhaven Campaign
D&D 5e · 1 Session Played · Milestone Leveling · DM: Joey
Party
🛡️ Joey
Human Paladin 1 · AC 18 · HP 10/10 · Soldier · PC
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Active Quests
| Quest | Status | Giver | Reward |
|---|---|---|---|
| The Missing Caravan | Active | Captain Varek | 100gp paid · 400gp |
| Temple of the Forgotten God | Pending | Madame Zeroni | Unknown |
| Whispers in the Dark | Active | — | — |
Recent Sessions
Session 1 · The Tavern Meeting
Met at The Drowned Rat. Hired by Captain Varek. 100gp upfront. Researched the Whispering Woods. Stocked supplies.
Session 2 · Upcoming
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
+3DEX15
+2CON10
+0INT14
+2WIS11
+0CHA11
+0
Attacks
1d8+3 slash
Versatile: 1d10+3 Javelin (×6)+5
30/120ft thrown
1d6+3 pierce Unarmed+5 · 5ft
4 bludgeoning
Saves
Prof. Skills
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
Equipment
Languages & Proficiencies
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.
NPCs
Captain Varek
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
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
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
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
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
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.
📜 Session 2 · Upcoming — Into the Woods
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
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
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
Something is coordinating the goblin tribes — normally disorganized. Night chanting heard from the woods. Could the dragon cult be active again?
💰 Glim's Proposition
Glim will buy pre-imperial relics. Has "a buyer who'd pay double." Trust him? Turn him in? Use him for info?
World
🏰 Stormhaven
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
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
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
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
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
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 ⚠️
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
Dark Devotion: Advantage vs charmed/frightened · Spells (DC 11): Light, Sacred Flame, Command, Hold Person, Spiritual Weapon · XP: 450
Gelatinous Cube CR 2
Transparent: DC 15 Perception to spot · Engulf: DC 12 DEX, 3d6 acid/turn · XP: 450
Animated Armor CR 1
Blindsight 60ft · Antimagic Susceptibility · False Appearance · Multiattack: 2 Slams +4 (1d6+2) · XP: 200
Encounter Builder
Combat Tracker
Active Conditions
Dice Roller
Spellbook
Healing Word
1st Evocation · BA · 60ft · VCreature 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,MRepair single break/tear in object (max 1ft). Chain links, torn cloaks, broken keys. M: Two lodestones.
Resistance
Abjuration Cantrip · Action · Touch · V,S,MTarget rolls 1d4 and adds to one saving throw (before or after). Spell then ends. M: Miniature cloak.
Party Loot & Treasury
Coin
| Character | GP | SP | CP |
|---|---|---|---|
| Joey | 59 | 0 | 0 |
Quest Items
Magic Items
None yet.
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🌤️ Weather
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.