Sessions
2
Session 1: Nautiloid → Goblin Camp
Players
5
Levels 3 → 5

Party

PlayerCharacterRaceClassRole
JacksonVaelis DuskbaneDrowPaladinTank / Nova
RachelVex AshfordHumanFighterDPR / Frontline
LexyLexyHumanBarbarianDamage / Tank
BrandonBart JingleworthHumanBardSupport / Face
MattMatthasHumanDruidControl / Heal

Dice Staging — Jackson’s Seat

DieCountUsed For
d202Reuse for all attacks & saves. 2 for advantage (Vow of Enmity).
d84Biggest single roll: 1d8 longsword + 3d8 smite (2nd-level)
d62Thunderous Smite (2d6). Also covers Hunter’s Mark (1d6) and javelin (1d6).
d41Bane (1d4)

2d20, 4d8, 2d6, 1d4. Reuse between rolls.

Ability Scores

AbilityScoreModSave
STR15+2+2
DEX14+2+2
CON13+1+1
INT8−1−1
WIS10+0+3 ★
CHA15+2+5 ★

Standard Array · Drow: DEX +2, CHA +1 · ★ = proficient save

Skills

SkillModNotes
Athletics+5STR, proficient
Insight+3WIS, proficient (Acolyte)
Intimidation+5CHA, proficient
Religion+2INT, proficient (Acolyte)
Perception+0WIS
Stealth+2DEX, disadvantage (chain mail)

Combat Stats

Hit Points
42
5d10 + 5 CON
Armor Class
19
Chain Mail 16 + Defense 1 + Shield 2
Speed
30 ft
Initiative
+2
DEX modifier
Proficiency Bonus
+3
Hit Dice
5d10

Attacks

WeaponTo HitDamageDiceNotes
Longsword +5 1d8+2 slashing d20 + 1d8 Versatile (1d10+2 two-handed, no shield)
Javelin +5 1d6+2 piercing d20 + 1d6 Thrown 30/120

Extra Attack: 2 attacks per Attack action. Dice: 2d20 + 2d8 for a full Attack action with longsword.

Divine Smite (add on hit, costs 1 spell slot)

Slot LevelBonus DamageDicevs Undead/Fiend
1st-level+2d8 radiant+2d8+3d8 total
2nd-level+3d8 radiant+3d8+4d8 total

Decide AFTER you know you hit. On a crit, double ALL smite dice.

Per-Combat Resources

Everything resets between combats. No tracking across encounters.

ResourceUsesEffect
Spell Slots (1st) 3 / combat Cast spells or fuel Divine Smite (2d8)
Spell Slots (2nd) 2 / combat Cast spells or fuel Divine Smite (3d8)
Lay on Hands 25 HP pool Touch: heal HP or cure 1 disease/poison (5 HP per cure)
Channel Divinity 1 / combat Vow of Enmity or Abjure Enemy (see Class Features)
Faerie Fire 1 / combat Drow innate, no slot. 20 ft cube, DEX save DC 13. Advantage on attacks vs failed targets.

Racial Features — Drow

  • Superior Darkvision. 120 ft darkvision.
  • Sunlight Sensitivity. Disadvantage on attack rolls and Perception in direct sunlight.
  • Fey Ancestry. Advantage on saves vs charmed; immune to magical sleep. Dice: none.
  • Drow Magic. Dancing Lights cantrip. Faerie Fire 1/combat (CHA, no slot). Dice: none (enemy DEX save DC 13).
  • Drow Weapon Training. Proficiency with rapiers, shortswords, hand crossbows.
  • Trance. 4 hours of meditative rest = full long rest.

Class Features — Paladin 5 / Oath of Vengeance

  • Fighting Style: Defense. +1 AC while wearing armor (included in AC 19).
  • Divine Smite. On hit, expend spell slot for radiant damage. Decide AFTER you hit. Dice: 2d8 (1st) or 3d8 (2nd), +1d8 vs undead/fiend.
  • Extra Attack. 2 attacks per Attack action. Dice: 2d20 + 2d8 per round.
  • Divine Health. Immune to disease.
  • Lay on Hands. 25 HP pool per combat. Touch to heal or cure disease/poison (5 HP per cure). Dice: none.
  • Divine Sense. Action: detect celestials, fiends, undead within 60 ft. 3/combat. Dice: none.

Channel Divinity (1/combat, pick one)

  • Vow of Enmity. Bonus action. Choose 1 creature within 10 ft. Advantage on all attack rolls against it for 1 minute. Dice: roll 2d20 per attack, take higher.
  • Abjure Enemy. Action. 1 creature within 60 ft, WIS save DC 13 or frightened + speed 0 for 1 minute. Fiends/undead have disadvantage on the save. Dice: none (enemy WIS save).

Spells

Spell Save DC: 13 · Spell Attack: +5 · Slots: 3 first-level + 2 second-level per combat

Oath Spells (always prepared, free)

SpellLvlActionEffectDice
Bane1stAction3 creatures, WIS save or −1d4 from attacks/saves. Conc.1d4 (enemies subtract)
Hunter's Mark1stBonus+1d6 damage per hit vs target. Move as bonus action. Conc.1d6 (per hit)
Hold Person2ndActionHumanoid paralyzed on failed WIS save. Melee within 5 ft auto-crits. Conc.none (WIS save)
Misty Step2ndBonusTeleport 30 ft to visible unoccupied space.none

Prepared Spells (4 chosen)

SpellLvlActionEffectDice
Thunderous Smite1stBonusNext hit: +2d6 thunder, STR save or pushed 10 ft + prone. Conc.2d6
Shield of Faith1stBonus+2 AC to one creature for 10 min. Conc.none
Command1stActionWIS save or obey one word: Flee, Grovel, Halt, Drop. No effect on undead.none (WIS save)
Aid2ndAction3 allies gain +5 max HP for 8 hours. No concentration.none

Drow Innate Magic

SpellActionEffectDice
Dancing LightsActionCantrip. 4 floating lights within 120 ft, 1 min. Conc.none
Faerie FireAction1/combat, no slot. 20 ft cube, DEX save DC 13. Failed targets glow — advantage on attacks vs them.none (DEX save)

Equipment

  • Chain Mail (AC 16, disadvantage on Stealth)
  • Shield (+2 AC)
  • Longsword
  • 5 Javelins
  • Holy symbol — a broken spider idol reforged into a silver sun
  • Explorer's pack
  • Prayer book — defaced Lolth scriptures with personal annotations
  • 15 gp

Proficiencies & Languages

ArmorAll armor, shields
WeaponsSimple & martial weapons
LanguagesCommon, Elvish, Undercommon, Infernal, Abyssal

Backstory

Vaelis was a temple guard in Menzoberranzan who witnessed one betrayal too many — a ritual sacrifice of children to feed Lolth's hunger. He shattered his oath to the Spider Queen and fled to the surface, hunted by his own house. Years as a wandering blade, dispensing justice to the wicked, until something plucked him from a roadside camp and drove a tadpole into his skull. Now he wakes in a Nautiloid with a new kind of darkness squirming behind his eyes — and a burning need to make someone answer for it.

Bond: "The weak suffer because the strong are cruel. I will be the blade that answers."

Flaw: Vaelis's idea of justice can shade into ruthlessness. He's a hammer, and everything looks like a nail.

RP Notes

  • Voice: Measured, low. Speaks like every word costs something. When angry, gets quieter, not louder.
  • Conflict: The tadpole offers power. Lolth once offered power too. Vaelis knows where that road goes — but the temptation is real.
  • Party dynamic: Protective of the vulnerable. Suspicious of anyone who reminds him of Drow politics. Respects honest fighters.

Key Moments to Lean Into

  • Offered a dark/easy solution: "I've walked that road. It only goes down."
  • Facing undead or fiends: Cold, professional fury. This is what he was made for.
  • Someone being victimized: Immediate action, no deliberation.
  • Other Drow (e.g. Minthara): Complicated feelings. Doesn't hate his people — hates what Lolth made them.

Combat Quick Reference

Action Economy

TypeOptions
Bonus ActionVow of Enmity, Hunter's Mark, Thunderous Smite, Shield of Faith, Misty Step
ActionAttack (×2), Command, Bane, Hold Person, Abjure Enemy, Lay on Hands, Faerie Fire
Free (on hit)Divine Smite (costs 1 spell slot)

Round 1 — The Nova

  1. Bonus Action: Vow of Enmity on biggest threat (advantage on all attacks vs it)
  2. Action: Attack ×2 with longsword (+5 to hit, 1d8+2 each)
  3. On each hit: Divine Smite (2nd-level slot) (+3d8 radiant each)

Dice: 2d20 (advantage) per attack × 2, then 1d8 + 3d8 per hit.
Avg damage: 2 × (1d8+2 + 3d8) ≈ 44 in one round.

The Dream Combo — Hold Person + Crit Smites

  1. Round 1: Hold Person on a humanoid (WIS save DC 13, 2nd-level slot)
  2. Round 2: Walk up, Attack ×2 (auto-crit within 5 ft of paralyzed target)
  3. Smite both crits: double ALL weapon and smite dice

Dice: 2d20 (advantage) per attack, then 2d8 (weapon crit) + 6d8 (smite crit) per hit.
Avg damage: ≈74 in one round. Boss-killer.

Decision Checklist

  1. Ally at 0 HP? → Lay on Hands (just 1 HP to get them up)
  2. One big scary enemy? → Vow of Enmity + Smite
  3. Lots of enemies? → Bane (3 targets) or Faerie Fire (area advantage)
  4. Humanoid boss? → Hold Person → crit Smite combo
  5. Ally about to die? → Shield of Faith (+2 AC)
  6. None of the above? → Hunter's Mark + swing away

Remember

  • Smite AFTER you hit. See the hit, THEN choose to spend a slot. Save slots for crits (double ALL dice).
  • Faerie Fire (1/combat, no slot). 20 ft cube, DEX save. Failed creatures glow — all attacks have advantage. Huge party buff.
  • Sunlight Sensitivity. Disadvantage on attacks and Perception in direct sunlight. Stay in shade or fight indoors.
  • Concentration. Only one at a time. Hunter's Mark, Bane, Hold Person, Shield of Faith, Thunderous Smite all require it.

Dice Staging — Rachel's Seat

DieCountUsed For
d202Reuse for all attacks & saves. 2 for advantage scenarios.
d62Greatsword damage (2d6 per hit). Reuse for each swing.
d81Superiority Die (1d8 per maneuver). Reuse each time.
d101Second Wind (1d10+5)

2d20, 2d6, 1d8, 1d10. Reuse between rolls.

Ability Scores

Standard Array (15/14/13/12/10/8) · Human Variant: +1 STR, +1 CON

AbilityScoreModSave
STR16+3+6 (prof)
DEX13+1+1
CON16+3+6 (prof)
INT10+0+0
WIS12+1+1
CHA8-1-1

Combat Stats

Hit Points
49
10 + (4 × 6) + (5 × 3 CON)
Armor Class
16
Chain Mail 16 (Greatsword, no shield)
Speed
30 ft
Standard movement
Initiative
+1
Dice: 1d20+1
Proficiency Bonus
+3
Level 5
Hit Dice
5d10
Short rest healing

Weapons

Greatsword — Normal Mode

AttackDamageProperties
+6 to hit2d6 + 3 slashingHeavy, two-handed

Dice: 1d20+6 to hit → 2d6+3 damage (reroll 1s and 2s on damage dice, keep new roll). Avg ~11.3 damage/hit.

Greatsword — GWM Power Attack

AttackDamageProperties
+1 to hit (-5 penalty)2d6 + 13 slashing (+10 bonus)Heavy, two-handed

Dice: 1d20+1 to hit → 2d6+13 damage (reroll 1s and 2s). Avg ~21.3 damage/hit. Use against AC ≤ 15, with advantage, or with Precision Attack.

Handaxe (×2) — Ranged Option

AttackDamageProperties
+6 to hit1d6 + 3 slashingLight, thrown (20/60 ft)

Dice: 1d20+6 to hit → 1d6+3 damage.

Per-Combat Resources

All resources reset between fights. No long/short rest tracking needed.

Action Surge
1 / combat
Extra full action on your turn (2 more attacks)
Second Wind
1 / combat
Bonus action: heal 1d10+5 HP
Dice: 1d10+5
Superiority Dice
5d8 / combat
Spend on maneuvers (see below)
Extra Attack
2 attacks
Per Attack action (baseline, always active)

Feat: Great Weapon Master

Heavy Hitter (-5/+10)

Before a melee attack with a heavy weapon, choose to take -5 to the attack roll. If you hit, deal +10 bonus damage.

Dice: Same roll, just 1d20+1 instead of 1d20+6. Damage becomes 2d6+13 instead of 2d6+3.

Cleave (Bonus Action)

When you score a critical hit or reduce a creature to 0 HP with a melee weapon, make one additional melee attack as a bonus action.

Dice: 1d20+6 (or 1d20+1 with GWM) to hit → 2d6+3 (or 2d6+13) damage.

When to Use GWM

  • Use — Target AC ≤ 15, you have advantage, or you have Precision Attack ready
  • Skip — High-AC target with no advantage and no superiority dice left

Battle Master Maneuvers

Maneuver Save DC: 14 (8 + 3 prof + 3 STR). Spend 1 superiority die per use.

Precision Attack

Trigger: You make an attack roll (before or after rolling, but before DM says hit/miss).

Effect: Add 1d8 to the attack roll.

Dice: 1d8 added to your d20 attack roll. THE combo with GWM — rolled d20+1 and got a 10? Add 1d8, potentially turning a miss into a hit for +10 damage.

Trip Attack

Trigger: You hit a creature with a weapon attack.

Effect: Add 1d8 to damage. Target makes a STR save (DC 14) or is knocked prone.

Dice: 1d8 extra damage. Prone = advantage on melee attacks until they stand. Works on Large or smaller only. Knock ’em down, let the party pile on.

Riposte

Trigger: A creature misses you with a melee attack (uses your reaction).

Effect: Make a melee attack against that creature. If you hit, add 1d8 to damage.

Dice: 1d20+6 to hit (or 1d20+1 with GWM) → 2d6+3 + 1d8 damage. Free attack on their turn — your bread and butter off-turn damage.

Equipment

ItemDetails
GreatswordPrimary weapon. 2d6 slashing, heavy, two-handed.
Handaxes (×2)Ranged backup. 1d6 slashing, light, thrown 20/60 ft.
Chain MailAC 16, no DEX bonus, disadvantage on Stealth.
Shield (stowed)+2 AC if swapped in (AC 18). Requires stowing greatsword.
Explorer's PackBackpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope.
Rank InsigniaOld mercenary company badge.
TrophyA Mind Flayer tentacle, freshly acquired.
Belt Pouch10 gp.

Backstory

Vex Ashford spent a decade as a sellsword out of Baldur's Gate — running caravan security and doing dirty jobs nobody else would touch. Three days into a coastal escort contract, the sky split open, a Nautiloid crashed into the countryside, and she woke up on that ship with a parasite behind her eye and a fury that hasn't stopped burning since.

Background: Soldier · Alignment: Chaotic Good · Languages: Common, Elvish

RP Notes for Rachel

Personality

Blunt, direct, allergic to bullshit. Doesn't do flowery speeches — does "shut up, I'll handle it." Gruff exterior, fiercely loyal once you earn it. Throws herself into danger for her people, then acts like it was nothing.

Karlach Energy

Loud laugh, big heart, zero patience for cruelty. Flirts with women shamelessly. Will arm-wrestle anyone. Calls people "love" when soft and "listen here" when about to start a fight.

Key Traits

  • Protective — always between the party and danger
  • Stubborn — will not back down from a bully, ever
  • Soft spot — kids, dogs, anyone kicked around by life
  • Vice — drinks too much, bets on everything, never saves money

Signature Lines

  • "I've had worse." — response to basically any injury
  • Hates authority figures and nobles — been screwed by both
  • The parasite scares her more than she'll admit. Covers fear with anger.

Combat Quick Reference

Your Turn (in order)

1. Move — up to 30 ft (before, after, or between attacks)

2. Attack Action (2 attacks)

  • Normal: 1d20+6 to hit → 2d6+3 damage
  • GWM: 1d20+1 to hit → 2d6+13 damage
  • Reroll 1s and 2s on damage dice (Great Weapon Fighting)

3. Bonus Action (pick one if available)

  • Second Wind: Heal 1d10+5 HP (1/combat)
  • GWM Cleave: Free attack if you crit or drop someone to 0 — Dice: 1d20+6 or 1d20+1

4. Action Surge (1/combat)

  • Take a whole extra Attack action = 2 more attacks
  • Dice: same as step 2, rolled again

Off-Turn (Reaction)

Riposte: Enemy misses you in melee → spend 1 superiority die → attack back.

Dice: 1d20+6 to hit → 2d6+3 + 1d8 damage.

Superiority Dice Priority (5d8/combat)

ManeuverWhen to UseDice
Precision AttackGWM roll was close to hitting — add 1d8 to save the attack1d8 → attack roll
Trip AttackHit confirmed — knock target prone for party advantage1d8 → damage + STR save DC 14
RiposteEnemy misses you in melee — free reaction attack1d20+6 + 2d6+3 + 1d8

Nova Round — Go All Out

  1. Attack Action: 2 attacks with GWM — Dice: 2 × (1d20+1) to hit, 2 × (2d6+13) damage
  2. Action Surge: 2 more attacks with GWM — Dice: 2 × (1d20+1) to hit, 2 × (2d6+13) damage
  3. Precision Attack any close misses — Dice: 1d8 per use

4 attacks × (2d6+13) = potential ~85 damage in one turn. Realistic average with some misses: 40–55 damage.

Dice Staging — Lexy's Seat

DieCountUsed For
d202Reuse for all attacks. 2 for Reckless advantage (pick higher).
d121Greataxe (1d12 per hit). Reuse for each swing.
d61Handaxe (1d6, backup/thrown)

2d20, 1d12, 1d6. Roll 2d20 (pick higher) → 1d12. Repeat ×3/turn.

Ability Scores

Standard Array (15/14/13/12/10/8) · Human Variant: +1 STR, +1 CON

AbilityScoreModSaveNotes
STR16+3+6 (prof)Primary. Advantage on checks/saves while raging.
DEX14+2+2Feeds AC via Unarmored Defense. Danger Sense = Adv on DEX saves.
CON14+2+5 (prof)Feeds AC & HP.
INT8-1-1
WIS12+1+1Passive Perception 14
CHA10+0+0

Combat Stats

Hit Points
46
Effectively 92 vs physical (Rage resistance = half damage)
Armor Class
14
Unarmored Defense (10 + DEX 2 + CON 2)
Speed
40 ft
Fast Movement (Level 5)
Initiative
+2
Dice: 1d20+2
Proficiency Bonus
+3
Level 5
Hit Dice
5d12
Short rest healing

Damage Table — Greataxe (All Attack Modes)

ModeAttack RollDamage/HitAvg/Hit×3 Hits Avg
Normal (raging) 1d20+6 1d12+6 12.5 37.5
Reckless (raging) 2d20kh+6 (Adv) 1d12+6 12.5 37.5
Power Attack (raging) 1d20+1 1d12+16 22.5 67.5
Power + Reckless (raging) 2d20kh+1 (Adv) 1d12+16 22.5 67.5

Damage breakdown: STR (+3) + Rage (+3) = +6 base. Power Attack adds +10 damage / -5 to hit.

Dice per attack: 2d20 (pick higher) → 1d12 + modifier. Repeat ×3 per turn.

Handaxes (×4) — Backup / Thrown

AttackDamageRangeNotes
1d20+61d6+6 (raging)Melee or 20/60 ft thrownGood for finishing fleeing enemies.

Per-Combat Resources

All resources reset between fights. No long/short rest tracking needed.

Rage
1 / combat
Bonus action to activate. Lasts entire fight.
+3 dmg, resistance, Frenzy ON.
Frenzy
Free w/ Rage
Bonus action melee attack each turn.
No exhaustion in this campaign.
Extra Attack
2 attacks
Per Attack action (always active)
Reckless Attack
Unlimited
Advantage on all attacks this turn.
Enemies get advantage on you.

Action Economy: Action = Attack ×2 (Extra Attack) • Bonus Action = Frenzy Attack • Total: 3 attacks/turn, all with advantage (Reckless).

Feat: Great Weapon Master

Power Attack (-5/+10)

Before a melee attack with a heavy weapon, choose to take -5 to the attack roll. If it hits, deal +10 bonus damage.

  • Normal attack: 2d20kh+61d12+6
  • Power Attack: 2d20kh+11d12+16

Use against low-AC enemies (AC ≤ 13). Skip against high AC.

Bonus Attack on Crit/Kill

When you score a critical hit or reduce a creature to 0 HP with a melee weapon, make one melee weapon attack as a bonus action.

Usually redundant with Frenzy (which already gives a bonus action attack). Useful if you kill one enemy and want to swing at a different target with your bonus action.

Class Features

Rage

Bonus action to activate on your first turn. Lasts the entire combat. 1/combat (resets between fights).

While raging:

  • +3 melee damage on STR-based attacks
  • Resistance to bludgeoning, piercing, and slashing damage (half damage!)
  • Advantage on STR checks and STR saves
  • Can’t cast or concentrate on spells (not relevant)

Reckless Attack (Unlimited)

On your first attack each turn, choose to attack recklessly:

  • You get: Advantage on all melee STR attack rolls this turn
  • They get: Advantage on all attack rolls against you until your next turn

Use this every turn. You have Rage resistance to soak the incoming hits. Dice: roll 2d20, take the higher.

Danger Sense

Advantage on DEX saving throws against effects you can see (traps, Fireball, etc.), as long as you aren’t blinded, deafened, or incapacitated.

Dice: roll 2d20 for DEX saves against visible threats, take the higher.

Frenzy (Path of the Berserker)

While raging, Frenzy is automatically active (no additional action cost).

  • Bonus action melee attack each turn for the rest of the rage
  • No exhaustion — Frenzy is free in this campaign. Use it every combat.

This is your 3rd attack each turn. Dice: 2d20kh+6 to hit → 1d12+6 damage.

Unarmored Defense

AC = 10 + DEX modifier + CON modifier

No armor, no shield. AC 14. You CAN wear armor if you find something better than 14.

Extra Attack (Level 5)

When you take the Attack action, you make 2 attacks instead of 1.

Combined with Frenzy bonus action attack = 3 attacks per turn.

Fast Movement (Level 5)

Speed increases by 10 ft while not wearing heavy armor. Speed: 40 ft.

Equipment

ItemDetails
GreataxePrimary weapon. 1d12 slashing, heavy, two-handed.
Handaxes (×4)Ranged backup. 1d6 slashing, light, thrown 20/60 ft.
Explorer’s PackBackpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope.
Traveler’s ClothesMinimal — this is a barbarian.
Trophy NecklaceTeeth and claws from beasts she’s killed.
Belt Pouch10 gp.

Proficiencies: Light & Medium armor, Shields (not using — Unarmored Defense) • Simple & Martial weapons • Languages: Common + one other (DM’s choice)

Skills (Proficient)

SkillModSource
Athletics+6Barbarian (prof) — Advantage while raging
Intimidation+3Human Variant (prof)
Perception+4Outlander (prof) — Passive 14
Survival+4Outlander (prof)

Backstory

Lexy grew up among the warrior clans of the northern wilds, where strength was beauty and scars were jewelry. She earned her place young, killing a dire wolf at fifteen with nothing but a broken axe and a smile.

Drawn south by rumors of a great war gathering, she was ambushed during a Mind Flayer raid on a coastal settlement — the last thing she remembers is tentacles, then darkness, then the cold interior of a Nautiloid with a tadpole burrowing behind her eye.

Now she’s awake, she’s furious, and she’s going to make every last one of them regret it.

Background: Outlander · Alignment: Chaotic Neutral · Languages: Common + one other

RP Notes for Lexy

Energy: Karlach from BG3

Hot-blooded, passionate, loud, alive. She flirts like she fights — directly and with enthusiasm.

Voice & Mannerisms

  • Laughs easily, especially in combat (“Is that ALL you’ve got?!”)
  • Gives people nicknames immediately
  • Touches people when she talks to them (arm, shoulder, back)
  • Zero filter. Says exactly what she’s thinking.
  • Not stupid — just impatient with overthinking

Combat Personality

  • Loves fighting. LOVES it. Grinning ear to ear.
  • Taunts enemies mid-swing
  • Protects allies fiercely — “Nobody touches my people.”
  • After a kill: wipes blood off face, winks at nearest party member

RP Hooks

  • The tadpole terrifies her (she hates losing control — ironic for a Berserker)
  • Flirtatious with anyone attractive, regardless of gender
  • Distrusts magic users slightly (“can’t punch a spell”)
  • Secretly fears she’s not smart enough for the “tadpole problem”

Combat Quick Reference

Turn 1

1. Bonus Action — RAGE (activates Frenzy automatically, lasts entire combat)

2. Action — Attack ×2 (Extra Attack, declare Reckless on first swing)

  • Normal: 2d20kh+6 to hit → 1d12+6 damage (×2)
  • Power Attack: 2d20kh+1 to hit → 1d12+16 damage (×2)

Turn 1 = 2 attacks (bonus action used on Rage, no Frenzy swing yet)

Every Other Turn (3 Attacks)

1. Bonus Action — FRENZY ATTACK2d20kh+61d12+6

2. Action — Attack ×2 (Reckless) — 2d20kh+61d12+6 each

Every subsequent turn = 3 attacks, all with advantage. Total avg: 37.5 (normal) or 67.5 (Power Attack)

Remember

  • Reckless = Advantage on YOUR attacks. Enemies get advantage on YOU. (You have resistance, so who cares.)
  • Power Attack = -5 to hit, +10 damage. Use on AC ≤ 13. Skip on high-AC targets.
  • GWM Bonus Attack = On crit or kill, bonus action attack. Redundant with Frenzy most turns.
  • Rage Resistance = Half damage from bludgeoning, piercing, slashing. Effectively 92 HP.
  • Danger Sense = Advantage on DEX saves vs. things you can see (Fireball, traps, etc.)
  • Speed 40 ft = You close gaps fast. Get into melee range and start swinging.

Dice per Attack

2d20 (pick higher for Reckless) → 1d12 + modifier for damage. Repeat ×3 per turn.

“Come on then. I’ll make it fun for both of us.” — Lexy, to literally everyone

Dice Staging — Brandon's Seat

DieCountUsed For
d202Reuse for all attacks, saves, Lucky rerolls.
d82Biggest single roll: Thunderwave (2d8). Also Bardic Inspiration (1d8), rapier (1d8).
d63Dissonant Whispers (3d6). Biggest single damage roll.
d41Vicious Mockery (1d4), Healing Word (1d4), Guidance (1d4).

2d20, 2d8, 3d6, 1d4. Reuse between rolls.

Ability Scores

AbilityScoreModSave
STR8−1−1
DEX14+2+5 ★
CON14+2+2
INT10+0+0
WIS12+1+1
CHA18+4+7 ★

Variant Human (+1 CHA, +1 CON) + Level 4 ASI (+2 CHA). ★ = proficient save.

Combat Stats

Hit Points
38
Bard d8 hit dice, CON +2
Armor Class
13
Leather armor (11 + DEX 2)
Speed
30 ft
Standard movement
Initiative
+3
DEX +2 and Jack of All Trades +1
Spell Save DC
15
8 + prof 3 + CHA 4
Spell Attack
+7
Dice: 1d20+7

Attacks & Core Actions

ActionDiceEffect
Rapier1d20+51d8+2Melee fallback attack
Dagger (melee/thrown)1d20+51d4+2Thrown range 20/60
Vicious MockeryWIS save DC 15 → 2d4 psychicDisadvantage on next attack if failed
Dissonant WhispersWIS save DC 15 → 3d6 psychicTarget uses reaction to flee on failed save
ThunderwaveCON save DC 15 → 2d8 thunderPushes creatures 10 ft on failed save

Per-Combat Resources

All resources reset between combats.

Bardic Inspiration
4 / combat
Bonus action, die size d8
Lucky
3 / combat
Spend to roll extra d20, or alter attacks against you
Spell Slots
4 / 3 / 2
Level 1 / 2 / 3 slots per combat
Cutting Words
Uses BI pool
Reaction: subtract 1d8 from enemy roll

Skills

Jack of All Trades: add +1 to every non-proficient check.

SkillBonusNotes
Acrobatics+3DEX +2, JoAT +1
Animal Handling+2WIS +1, JoAT +1
Arcana+1INT +0, JoAT +1
Athletics+0STR −1, JoAT +1
Deception+7CHA +4, proficient
History+1INT +0, JoAT +1
Insight+4WIS +1, proficient
Intimidation+7CHA +4, proficient
Investigation+3INT +0, proficient
Medicine+2WIS +1, JoAT +1
Nature+1INT +0, JoAT +1
Perception+4WIS +1, proficient
Performance+10CHA +4, expertise (+6)
Persuasion+10CHA +4, expertise (+6)
Religion+1INT +0, JoAT +1
Sleight of Hand+3DEX +2, JoAT +1
Stealth+3DEX +2, JoAT +1
Survival+2WIS +1, JoAT +1

Class Features

Bardic Inspiration (d8)

Bonus action. Give one ally within 60 ft a d8 they can add to an attack, save, or check.

Dice: grant 1d8, 4 uses/combat.

Cutting Words (Reaction)

When a creature you can see within 60 ft makes an attack roll, check, or damage roll, spend a Bardic Inspiration use to reduce it.

Dice: subtract 1d8 from the enemy roll.

Lucky Feat

  • Spend 1 point to roll an extra 1d20 on your attack, check, or save.
  • When an enemy attacks you, spend 1 point and roll 1d20; choose their d20 or yours.

3 points/combat. Save them for critical moments.

Spells

Cantrips (at-will)

SpellDiceNotes
Vicious MockeryWIS save DC 15 → 2d4 psychicDisadvantage rider is huge
Minor IllusionNo damage roll5-ft cube sound/image utility
PrestidigitationNo damage rollRoleplay and utility

1st Level (4 slots)

SpellDiceNotes
Healing Word1d4+4Bonus action clutch heal
Dissonant WhispersWIS save DC 15 → 3d6Forces movement
ThunderwaveCON save DC 15 → 2d8Emergency knockback
Faerie FireDEX save DC 15Advantage for whole party
Tasha's Hideous LaughterWIS save DC 15Incapacitate one target
HeroismTemp HP 4/turnConcentration support buff

2nd Level (3 slots)

SpellDiceNotes
Hold PersonWIS save DC 15Paralyzed humanoid; melee hits crit automatically

3rd Level (2 slots)

SpellDiceNotes
Hypnotic PatternWIS save DC 1530-ft cube control bomb

Equipment

ItemDetails
RapierDice: 1d20+51d8+2
DaggerDice: 1d20+51d4+2; thrown 20/60
Leather ArmorAC 13 total
Lute + instrumentsSpellcasting focus, roleplay core
Entertainer's PackTravel and utility gear

Proficiencies: light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords · Languages: Common, Elvish

Backstory

Bart Jingleworth was a tavern-circuit comic whose routine was equal parts music, bad impressions, and weaponized confidence. During a packed set in Baldur's Gate, a Mind Flayer raid turned his "audience participation" joke into a nightmare.

He woke up on a Nautiloid with a tadpole in his skull and a survival instinct he absolutely did not know he had. Now every fight is still a performance, but the stakes are real.

RP Notes

  • Talk fast, joke under pressure, and narrate dramatic moments like a stage announcer.
  • Use Vicious Mockery as actual insults; the sillier, the better.
  • Be the party's social engine: you have +10 in both Performance and Persuasion.
  • Drop the comedy for one serious line when an ally is in danger; it lands harder.

Combat Quick Reference

BONUS ACTION:
  - Bardic Inspiration (1d8) to ally
  - Healing Word (1d4+4) if someone drops

ACTION PRIORITY:
  1) 3+ enemies clumped? Hypnotic Pattern (DC 15)
  2) Big humanoid threat? Hold Person (DC 15)
  3) Need team accuracy? Faerie Fire (DC 15)
  4) Default: Vicious Mockery (2d4 + disadv)

REACTION:
  - Cutting Words: subtract 1d8 from enemy attack/damage
  - Lucky: spend point for extra 1d20 when critical

Cutting Words vs Bardic Inspiration

SituationUse
Enemy about to hit low-HP allyCutting Words (reaction, reduce attack)
Enemy rolls huge damageCutting Words (reaction, reduce damage)
Ally making clutch attack/saveBardic Inspiration (proactive d8 boost)
Party setup turn before novaBardic Inspiration on striker

Dice Staging — Matt's Seat

DieCountUsed For
d202Reuse for all attacks & saves. 2 for Pack Tactics advantage.
d103Call Lightning (3d10). Also Moonbeam (2d10).
d83Giant Spider bite+poison (1d8 + 2d8). Also Produce Flame (1d8), Shillelagh (1d8), Thunderwave (2d8).
d62Dire Wolf bite (2d6), Brown Bear claws (2d6), Spirit healing (1d6).
d42Wolf bite (2d4), Healing Word (1d4), Guidance (1d4).

2d20, 3d10, 3d8, 2d6, 2d4. Reuse between rolls.

Ability Scores

AbilityScoreModSave
STR8−1−1
DEX12+1+1
CON15+2+2
INT10+0+3 ★
WIS16+3+6 ★
CHA13+1+1

Variant Human (+1 WIS, +1 CON). ★ = proficient save (Druid saves: INT, WIS).

Combat Stats

Hit Points
36
Plus Wild Shape HP buffer each combat
Armor Class
14
Leather + wooden shield
Speed
30 ft
Base movement
Initiative
+1
Dice: 1d20+1
Spell Save DC
14
8 + prof 3 + WIS 3
Spell Attack
+6
Dice: 1d20+6

Per-Combat Resources

Spell Slots
4 / 3 / 2
1st / 2nd / 3rd level per combat
Wild Shape
1 / combat
CR 1 forms at level 5
Spirit Totem
1 / combat
Bear, Hawk, or Unicorn aura
War Caster
Always On
Concentration checks at advantage

War Caster

  • Advantage on concentration checks. Dice: 2d20kh+2 for CON save.
  • Can perform somatic components while holding shield + staff.
  • Can cast a spell on opportunity attacks (when legal).

Spirit Totem (Circle of the Shepherd)

TotemDice / NumbersEffect
BearTemp HP 10 to chosen alliesBest when party is taking heavy damage
HawkReaction grants advantage (roll 2d20kh)Boost one ally's big hit each round
UnicornExtra healing 1d6 in auraPairs with Healing Word for team sustain

Bonus action to summon, bonus action to move each later turn.

Wild Shape Forms (CR 1)

Dire Wolf

HPACSpeedAttack DiceSpecial
371450 ft1d20+52d6+3DC 13 STR save or prone; Pack Tactics

Brown Bear

HPACSpeedAttack DiceSpecial
341140 ft, climb 30 ftBite: 1d20+51d8+4
Claws: 1d20+52d6+4
Multiattack (bite + claws)

Giant Spider

HPACSpeedAttack DiceSpecial
261430 ft, climb 30 ftBite: 1d20+51d8+3 + 2d8 poison (DC 11 CON)
Web: 1d20+5 ranged 30/60
Web restrains (DC 12 STR to break)

Spells

Cantrips

SpellDiceNotes
Produce Flame1d20+62d8 fireRanged attack, 30 ft
ShillelaghMelee 1d20+61d8+3Bonus action setup, lasts 1 minute
Guidance1d4 to ability checkConcentration utility

1st Level

SpellDiceNotes
Healing Word1d4+3Bonus action ranged heal
EntangleSTR save DC 14Restrained on failed save
Faerie FireDEX save DC 14Advantage against affected targets
ThunderwaveCON save DC 14 → 2d8Emergency knockback
Goodberry10 berries x 1 HPBest used between fights

2nd Level

SpellDiceNotes
MoonbeamCON save DC 14 → 2d10 radiantMove beam 60 ft as action each turn

3rd Level

SpellDiceNotes
Conjure AnimalsSummon package; typical wolf bite 1d20+42d4+2Best summon spike tool
Call LightningDEX save DC 14 → 3d10 lightningRepeat each turn with action

Skills & Proficiencies

SkillBonusNotes
Animal Handling+6WIS +3 + prof +3
Insight+6WIS +3 + prof +3
Nature+3INT +0 + prof +3
Perception+6WIS +3 + prof +3
Survival+6WIS +3 + prof +3

Languages: Common, Druidic, Sylvan, Elvish · Tools: Herbalism kit

Equipment

ItemDetails
QuarterstaffDice: 1d20+21d6+2; with Shillelagh 1d20+61d8+3
Wooden Shield+2 AC (already included)
Leather ArmorNon-metal druid armor
Druidic FocusYew totem, used for spellcasting
Explorer's PackStandard travel supplies
Herbalism KitPoultices and nature prep

Backstory

Matthas kept watch over a remote Emerald Enclave grove where the spirit world pressed close to the living forest. During a deep communion, a Nautiloid tore across the sky and the psychic rupture echoed through the spirit realm like a scream.

He followed that scream and woke with a tadpole behind his eye, his spirit companion flickering at the edge of sight. The natural order has been violated, and Matthas intends to set it right.

RP Notes

  • Your spirit companion is always present as flavor; make it react to danger and aberrations.
  • Use Speech of the Woods to gather intel from beasts whenever possible.
  • Quiet, steady, and intense fits this character better than loud speeches.
  • You are not just a healer; your strongest role is battlefield control.

Combat Quick Reference

OPTION A: CONTROLLER
  Turn 1: Entangle/Faerie Fire (action) + Spirit Totem (bonus)
  Turn 2+: Maintain concentration, Healing Word as needed

OPTION B: SHAPESHIFTER
  Turn 1: Spirit Totem (bonus) + Wild Shape (action)
  Turn 2+: Dire Wolf/Bear attacks until form drops

OPTION C: MOONBEAM ENGINE
  Turn 1: Moonbeam (action) + Spirit Totem (bonus)
  Turn 2+: Move Moonbeam (action) + Healing Word (bonus)

Always remember:
  - War Caster: concentration checks roll 2d20 keep highest
  - Wild Shape keeps concentration active
  - Goodberry is for between-fight recovery

DM Dice Staging (Quick Grab by Encounter)

EncounterRecommended Dice PileWhy
1. Intellect Devourers2d20, 2d10, 2d4Claws (2d4+2), Devour Intellect (2d10). Reuse per creature.
2. Githyanki Patrol2d20, 2d6Greatsword (2d6+3). Reuse per warrior.
3. Goblin Camp2d20, 2d6, 1d8, 1d10Mixed weapons. Biggest single: Minthara 2d6+4. Reuse across all units.
4. Shadow Ambush2d20, 2d6, 1d8Zombie slam (1d6+1), Mastiff bite (1d8+1). Reuse per creature.
5. Last Light Defense2d20, 2d6, 1d10Cultist weapons + Shadow Druid spells. Reuse across units.
6. Undead Justiciars2d20, 2d6, 1d82 elites, greatsword (2d6). Reuse between them.
7. Ketheric Boss2d20, 3d10, 2d8, 1d6Biggest single: Finger of Death (3d10). Warhammer (1d10+4). Reuse across phases.

Session 1

1) Nautiloid Tutorial: Intellect Devourers (2-3)

EnemyHP / AC / SpeedAttacks (Dice)SpecialDM Notes
Intellect Devourer 21 HP · AC 12 · 40 ft Claws: 1d20+42d4+2
Devour Intellect: INT save DC 12 → 2d10 psychic
If target's INT hits 0, they are stunned until healed/cleansed Open with Devour Intellect once, then pressure lowest-INT target in melee

2) Optional Wilderness Fight: Githyanki Patrol (3)

EnemyHP / AC / SpeedAttacks (Dice)SpecialDM Notes
Githyanki Warrior 30 HP · AC 17 · 30 ft Greatsword: 1d20+52d6+3
Javelin: 1d20+51d6+3 (30/120)
Parry (reaction): +2 AC vs one melee hit Focus fire one frontliner, use Parry on the most accurate striker

3) Goblin Camp Boss Node

Leaders

EnemyHP / ACAttacks (Dice)Special
Priestess Gut 40 HP · AC 15 Mace: 1d20+41d6+2
Guiding Bolt: 1d20+54d6 radiant
Hold Person (WIS DC 13), Command (WIS DC 13)
Minthara 55 HP · AC 18 Multiattack (2): Greatsword 1d20+72d6+4
Smite rider: +2d8 radiant on hit
Vow-like mark on one target for advantage
Dror Ragzlin 60 HP · AC 16 Greataxe: 1d20+61d12+4
Roaring shove: STR save DC 14 or pushed 10 ft
Battle cry: nearby goblins gain +2 damage for 1 round

Minions

EnemyCountHP / ACAttacks (Dice)Special
Goblin67 HP · AC 15Scimitar: 1d20+41d6+2
Shortbow: 1d20+41d6+2
Nimble Escape (bonus disengage/hide)
Hobgoblin222 HP · AC 18Longsword: 1d20+31d8+1
Longbow: 1d20+31d8+1
Martial Advantage +2d6 once/turn if ally adjacent to target

Run as waves if needed: one leader + minions first, then add second leader if party steamrolls.

Session 2

4) Shadow-Cursed Lands Ambush: Shadow Zombies (6) + Shadow Mastiffs (2)

EnemyHP / AC / SpeedAttacks (Dice)SpecialDM Notes
Shadow Zombie 22 HP · AC 8 · 20 ft Slam: 1d20+41d6+1 bludgeoning Undead Fortitude: CON save DC (5 + damage) to stay at 1 HP Use as sticky frontline while mastiffs flank backline casters
Shadow Mastiff 33 HP · AC 12 · 40 ft Bite: 1d20+52d6+3 piercing + 1d6 necrotic Shadow Blend: advantage on Stealth in dim light/darkness Hit-and-run from darkness; pressure concentration casters

5) Last Light Inn Defense: Absolute Cultists (4) + Shadow Druid (1)

EnemyHP / ACAttacks (Dice)SpecialDM Notes
Absolute Cultist 27 HP · AC 14 Scimitar: 1d20+41d6+2
Dark Bolt: 1d20+41d10 necrotic
Fanatic Surge: once, add +1d6 damage on hit Two rush Isobel, two screen frontline
Shadow Druid 35 HP · AC 13 Thorn Whip: 1d20+52d6 piercing + pull 10 ft
Quarterstaff: 1d20+51d6+3
Moonbeam (CON DC 14, 2d10 radiant), Entangle (STR DC 14) Opens with control spell, then isolates healer/caster

Protection objective: Isobel has 30 HP; if she drops, barrier fails and encounter escalates immediately.

6) Gauntlet of Shar Trial: Undead Justiciars (2)

EnemyHP / AC / SpeedAttacks (Dice)SpecialDM Notes
Undead Justiciar 40 HP · AC 15 · 30 ft Shadow Blade: 1d20+62d6+4 slashing + 1d6 necrotic
Dark Bolt: 1d20+62d8 necrotic
Advantage on attacks in darkness; teleport 20 ft between shadows (bonus action) Use lighting control and split party line-of-sight

7) Final Boss: Ketheric Thorm

Phase 1: Ketheric, Chosen of Myrkul

HP / ACPrimary Attacks (Dice)Aura / Specials
120 HP · AC 17 Multiattack (2): Warhammer 1d20+71d10+4 bludgeoning + 1d6 necrotic Shadow Shield (resistance to all damage while above 60 HP)
Necrotic Aura: start of turn in 10 ft → 1d8 necrotic

Legendary Actions (2/round)

ActionDiceEffect
Strike1d20+71d10+4 + 1d6One warhammer attack
Command UndeadNo attack rollSummon 2 shadow zombies (22 HP each)
Dark PulseCON save DC 14 → 2d8 necrotic15-ft cone, half on save

Phase 2: Apostle of Myrkul

HP / ACPrimary Attacks (Dice)Aura / Specials
80 HP · AC 15 Finger of Death (ranged): 1d20+83d10 necrotic Bone Chill Aura: healing halved within 20 ft
Summon Skeletons: 4 skeletons (13 HP each) at phase start

Legendary Actions (2/round)

ActionDiceEffect
Finger Blast1d20+83d10Single ranged necrotic shot
Necrotic WaveCON save DC 14 → 2d615-ft burst, half on save

If Nightsong was not freed, Ketheric regenerates 20 HP/round in Phase 2 until interrupted by narrative objective.

Global Encounter Running Notes

  • Five-player table: add 1-2 minions only if party is clearly ahead of curve.
  • If party is behind, cut enemy HP by 10-20% before adding more damage.
  • Use terrain and lighting first for difficulty, raw numbers second.
  • Keep turns fast: announce attack target, dice formula, and effect in one line.

The One Rule

Everything resets between combats. Use it or lose it.

No long rests, no short rests, no resource tracking between fights. Every combat starts fresh. Blow everything every fight.

Per-Combat Resources by Class

ClassResourceUses / CombatNotes
PaladinDivine Smite5 (3 first-level + 2 second-level slots)Decide after hit. Double dice on crit.
Channel Divinity1Vow of Enmity (adv vs 1 target) or Abjure Enemy
Lay on Hands25 HP poolSplit however you want across uses
Spell Slots3 first + 2 secondFor smites or casting spells
FighterAction Surge1Full extra action (2 more attacks)
Second Wind1Bonus action, heal 1d10+5
Superiority Dice5d8Spend on maneuvers (Precision, Trip, Riposte)
BarbarianRage1Bonus action to activate. Lasts entire combat. Includes Frenzy (free bonus action attack every turn).
Reckless AttackUnlimitedAdvantage on your attacks, enemies get advantage on you
BardBardic Inspiration4 (CHA mod)d8 to ally's roll. Shared pool with Cutting Words.
Lucky3Reroll any d20 (yours or enemy's attack on you)
Spell Slots4 first + 3 second + 2 thirdIncludes Hold Person, Hypnotic Pattern
DruidWild Shape1Dire Wolf, Brown Bear, or Giant Spider. Beast HP = temp HP shield.
Spirit Totem1Bear (temp HP), Hawk (adv on attacks), or Unicorn (healing aura)
Spell Slots4 first + 3 second + 2 thirdIncludes Conjure Animals, Call Lightning

Universal Combat Rules

RuleHow It WorksDice
Attack RollRoll d20 + modifier vs target AC. Meet or beat = hit.1d20
Saving ThrowRoll d20 + modifier vs DC. Meet or beat = success.1d20
AdvantageRoll 2d20, take the higher.2d20
DisadvantageRoll 2d20, take the lower.2d20
Critical HitNatural 20. Double ALL damage dice (not modifiers).Double dice
Critical FailNatural 1. Auto-miss regardless of modifiers.
Initiatived20 + DEX mod. Highest goes first.1d20
Death SavesAt 0 HP: d20 each turn. 10+ = success, 9- = fail. 3 successes = stable. 3 fails = dead. Nat 20 = up with 1 HP.1d20
ConcentrationOne concentration spell at a time. When hit: CON save (DC = 10 or half damage, whichever is higher). Fail = spell drops.1d20

Level 5 Baseline

StatValue
Proficiency Bonus+3
Stat Array15 / 14 / 13 / 12 / 10 / 8 (before racial bonuses)
Martials (Paladin, Fighter, Barbarian)Extra Attack — 2 attacks per Attack action
Casters (Bard, Druid)3rd-Level Spells unlocked
HP Range~27 (Bard) to ~49 (Fighter)

Action Economy Cheat Sheet

Each turn you get ONE of each. Movement can be split before/after actions.

TypeWhat You Can Do
MovementMove up to your speed (30-40 ft). Can split before/after action.
ActionAttack (with Extra Attack = 2 swings), Cast a spell, Dash (double movement), Dodge, Help, Hide, Disengage, Use an Object
Bonus ActionOnly if you have one: Rage, Frenzy attack, Bardic Inspiration, Healing Word, Shillelagh, Spirit Totem, Hunter's Mark, Misty Step, Second Wind
Reaction1 per round (resets on your turn): Opportunity Attack, Riposte, Cutting Words, Counterspell, Shield
Free ActionDraw/stow weapon, open a door, drop an item, speak a few words, Divine Smite (on hit)

Conditions Quick Reference

ConditionEffect
ProneMelee attacks against have advantage. Ranged attacks against have disadvantage. Costs half movement to stand.
RestrainedSpeed 0. Attacks against have advantage. Your attacks and DEX saves have disadvantage.
FrightenedDisadvantage on attacks and ability checks while source is in line of sight. Can't willingly move closer.
ParalyzedIncapacitated, auto-fail STR/DEX saves. Attacks have advantage. Hits within 5ft are auto-crits.
IncapacitatedCan't take actions or reactions.
CharmedCan't attack the charmer. Charmer has advantage on social checks.
BlindedAuto-fail sight checks. Attacks have disadvantage. Attacks against you have advantage.
StunnedIncapacitated, can't move, auto-fail STR/DEX saves. Attacks against have advantage.

Corruption Tracker

Tier Reference

Tier Name Effect
0 Clean No effects. Tadpole dormant.
1 Whispers DM can whisper a suggestion once per scene. Player may ignore it.
2 Intrusions DM can force a brief sensory hallucination (1 round). Player sees or hears something that isn't there.
3 Puppet Strings DM can hijack ONE action per combat. Player's body acts on its own for 1 turn, then returns.
4 The Turning DM can narrate a full loss-of-control scene (30-60 sec of RP). Player watches their body act. Reserved for dramatic climax moments only.

Each failed Wisdom save = +1 tier | No way to reduce tiers | Max 1 tier increase per scene

Player Tracking Grid

Tier Jackson Rachel Lexy Brandon Matt
0 — Clean
1 — Whispers
2 — Intrusions
3 — Puppet Strings
4 — The Turning

Wisdom Save Triggers

DC 12 — Session 1 | DC 14 — Session 2. These hit each character where they are weak.

Jackson — Paladin Triggers on MERCY and PEACE

  • When he chooses to spare an enemy instead of executing them
  • When he trusts a stranger — accepting help or believing an NPC at face value
  • When he feels safe or at peace: resting, laughing with the party
  • When he sees another Drow and feels kinship instead of disgust

Rachel — Fighter Triggers on VULNERABILITY

  • When she admits she's scared or hurt (not "I've had worse")
  • When she lets someone else protect her
  • When she shows genuine tenderness — not just gruff loyalty
  • When she is physically restrained or helpless

Lexy — Barbarian Triggers on CALM and THOUGHT

  • When she plans before acting — strategy, patience, waiting
  • When she holds back from hitting something she wants to hit
  • When she listens instead of interrupting
  • When she doubts her own strength or ability

Brandon — Bard Triggers on SINCERITY

  • When he drops the comedy and is genuinely emotional
  • When he admits he's not the hero — just scared
  • When he performs for himself, not for an audience
  • When he says something true without a joke attached

Matt — Druid Triggers on SPIRITUAL CONNECTION

  • When he communes with nature or his spirit companion
  • When he Wild Shapes — the transformation opens a channel
  • When he heals someone — the life energy flows through the tadpole
  • When he meditates or prays to nature spirits

Personalized Whisper Scripts

Active at Tier 1+. Deliver in a low, calm, intimate tone — never threatening. The tadpole speaks like it already knows them.

Character Whisper
Jackson "You rejected one goddess. Why do you cling to another? I offer freedom from ALL masters."
Rachel "Your body is a weapon. I can make it perfect. Unbreakable. Isn't that what you've always wanted?"
Lexy "That rage inside you? That's ME. I was always there. I just gave it a name."
Brandon "They're laughing WITH you now. But I can make them listen. Really listen."
Matt "Your spirits whisper. So do I. Can you tell the difference anymore?"

DM Mind Flayer Playbook

Voice Guidance

Deep, calm, intimate. Never angry. The Mind Flayer speaks like a parent soothing a frightened child. It does not threaten — it offers. It does not demand — it invites.

"Shhhh. Let me in. I can help."

Escalation Beats

Beat Description Player Experience
Session 1 — Early Subtle. Pulse behind the eye. Brief headache. "Did you hear that?"
Session 1 — Mid Louder. Flash of alien memory. Taste of something copper. A brief, unbidden urge. Something else wants to be in here.
Session 1 — End Undeniable. The tadpole moves. Player feels it squirm. An NPC notices their eyes flash violet for a heartbeat.
Session 2 — Early Integrated. Powers feel natural now. The whisper sounds like their own inner voice. Is this still the tadpole, or is this just... me?
Session 2 — Mid Intrusive. Involuntary telepathic bleed. Seeing through another player's eyes for a flash. Involuntary. Uncomfortable. The borders are dissolving.
Session 2 — Climax Full presence. The Mind Flayer appears in a shared vision during the Ketheric fight. "You were never going to win this without me."
Climax Note

The vision should feel like an offer, not a threat. The Mind Flayer does not gloat — it presents. The players should feel the terrible temptation of simply saying yes.

Illithid Pods

Physical tadpole pods are scattered across the world. Each player may consume ONE pod per session. Consuming a pod permanently grants a power chosen from the Power Menu below. Consuming a pod does not increase your Corruption Tier.

Session 1 Pod Locations (3 pods — party chooses who receives them)

Location Description
Nautiloid Wreckage Sealed inside a shattered containment tank among the ship's debris.
Ravaged Beach Cave Hidden deep within the skull of a dead Mind Flayer.
Goblin Camp Basement Nestled in Priestess Gut's ritual chamber, part of her dark collection.

Session 2 Pod Locations (3 pods)

Location Description
Shadow-Cursed Convoy Wreckage Tucked inside a dead courier's pack on the ruined road.
Moonrise Towers Dungeon Found in a Mind Flayer operating theater beneath the towers.
Gauntlet of Shar A hidden reward concealed within the Trial of Darkness.

Power Menu

When you consume a pod, choose one power from the list below. Powers are permanent. Each is usable once per combat or once per scene as noted.

Power Effect Dice
Psionic Overload 1/combat: 15ft cone of psychic force. DC 13 INT save or take damage. 3d8
Illithid Charm 1/scene: Charm a humanoid for 1 minute. DC 14 WIS save. Save-based
Transfuse Health 1/combat: Touch a creature and steal HP. You gain what they lose. 2d8
Force Tunnel 1/combat: 30ft line of force. DC 13 STR save or take damage and be pushed 10ft. 2d6
Psionic Dominance 1/scene: Gain advantage on all CHA checks for 1 minute. None
Mind Spike 1/combat: 60ft ranged spell attack (+5 to hit), deal psychic damage. You know the target's location for 1 minute. 3d6

Illithid Events Timeline

These are scripted narrative moments — not Wisdom saving throws. They are opportunities. Using them is free (no Corruption cost), but the tadpole takes note. It approves.

Session 1 Events

Trigger Event What It Does
Nautiloid escape Psychic Pulse All players feel each other's emotions. The party can communicate telepathically for 1 minute. Sets the tone for what the tadpole can do.
Ravaged Beach — meeting Shadowheart Memory Flash One player (DM choice) sees a flash of Shadowheart's hidden memory — she's concealing something about the artifact. Free insight, no roll required.
Emerald Grove — Kagha threatens child Coerce Any player may attempt Illithid Persuasion on Kagha: DC 10 (auto-success with tadpole active). She backs down, visibly terrified. Nearby NPCs notice the player's eyes flash purple.
Goblin Camp infiltration Mind Read Any player can scan a goblin's surface thoughts — learn patrol routes, leader locations, and Halsin's cage. Costs nothing. The goblin gets a nosebleed and looks confused.
Goblin Camp — facing a leader Dominate One player may psychically dominate a goblin minion, turning it against its leader for 1 round. The minion attacks its allies, then collapses.

Session 2 Events

Trigger Event What It Does
Entering the Shadow Lands Shadow Sight The tadpole grants darkvision 120ft to any player who asks. The shadows feel comfortable. Warm. That should unsettle them.
Last Light Inn — meeting Jaheira Truth Sense Any player can read Jaheira's true intentions. She's genuine — but hiding desperation. Auto-success Insight check, no roll needed.
Last Light Inn attack — Isobel below 10 HP Psychic Scream Any player may unleash a wave of psionic force: all enemies within 20ft make DC 13 INT save or take 2d8 psychic damage and are stunned for 1 round. The player's eyes go fully black for a moment.
Gauntlet of Shar — Trial of Self The Tadpole Speaks During the fear vision, the tadpole whispers: "Let me take the pain away." If a player accepts: auto-pass the WIS save. The DM earns one 10-second puppet moment to use later, at will.
Ketheric Thorm fight — 3+ pods consumed Hive Mind The party links minds for 1 round. Pool all remaining HP and redistribute evenly — a powerful emergency heal. The DM narrates the Mind Flayer's voice: "Now you understand. This is what we are. This is unity."

Session 1 — Act 1: The Crash

Scene 1: Nautiloid Escape

Players wake on the crashing Nautiloid ship. Chaos. Screaming. The ship is tearing itself apart above the city. They have no idea who each other are — only that the tadpoles behind their eyes are thrumming in sync.

Combat: Cambions on the ship deck. Get to the transponder. Get out before the ship hits the ground.

ILLITHID EVENT — Psychic Pulse
At the start of combat, all players feel a wave roll through them. They sense each other's fear, anger, pain — raw and unfiltered. For 1 minute they can communicate telepathically without speaking. Sets the tone. This is what the tadpole does. This is what it will keep doing.

Goal: Escape before the ship crashes. The session begins in media res — no preamble, no exposition. They wake up already in danger.

Scene 2: Ravaged Beach

They wake on the beach. The Nautiloid wreckage smolders behind them. Bodies of Mind Flayers, thralls, and passengers litter the sand. Shadowheart is nearby — wounded, clutching a strange artifact she won't explain, and immediately suspicious of everyone.

ILLITHID EVENT — Memory Flash
Choose one player. Without warning, a flash: Shadowheart's memory — a ritual, a dark temple, the artifact changing hands. She's hiding something about where she got it and what it does. She doesn't know they saw it. Play this quietly. The player knows. Shadowheart doesn't know they know.
POD LOCATION #1 — Nautiloid wreckage. A shattered containment tank, still faintly humming. The pod is lodged in the cracked glass, half-submerged in black fluid.
POD LOCATION #2 — Beach cave. Hidden inside a dead Mind Flayer's skull, wedged behind the eye socket. Someone put it there deliberately.
PlayerWIS Save Trigger
JacksonTrusts Shadowheart — extends goodwill to a complete stranger in a moment of crisis
RachelAdmits she's scared or hurt from the crash — drops the armor, even briefly
BrandonGenuine emotional reaction to surviving — relief, gratitude, anything real

Scene 3: Emerald Grove

The grove is under siege. Goblins press at the gates. Inside, Kagha — the acting druid leader — has cornered a tiefling child and is threatening her with a snake. The refugees are terrified. The druids are split. Everything is on the edge of violence.

ILLITHID EVENT — Coerce
Any player can attempt Illithid Persuasion on Kagha. DC 10 — auto-success if they've consumed a pod. Her mind bends. She backs down from the child, shaking, terrified of something she can't name. NPCs nearby notice the player's eyes flash purple. Kagha will not forget this.

Halsin is captured somewhere in the goblin camp. His allies in the grove beg the party to find him. Side paths available: the owlbear nest in the Blighted Village, a hidden Harper cache, the corrupted druid rites.

PlayerWIS Save Trigger
LexyHolds back from violence — chooses to plan or observe instead of act
MattCommunes with the grove's nature spirits — the tadpole uses the channel
JacksonFeels genuine peace in the grove — the calm before everything gets worse

Scene 4: Goblin Camp

The goblin fortress: loud, chaotic, and full of opportunities to die or get creative. Three leaders to neutralize — Priestess Gut (the unctuous true believer), Dror Ragzlin (the warchief who can speak with the dead), Minthara (the ruthless drow commander). Any approach works. Diplomacy, deception, violence. Probably all three.

ILLITHID EVENT — Mind Read
Any player can reach out and read a goblin's surface thoughts. Fleeting, ugly images — fear of the leaders, hunger, boredom. The goblin gets a nosebleed and stumbles. They never know why. This one costs nothing. That's the point.
POD LOCATION #3 — Goblin Camp basement. Priestess Gut's ritual chamber. The pod sits on the altar like an offering, wrapped in black cloth. She was studying it.
ILLITHID EVENT — Dominate
During any of the three leader fights, one player can psychically dominate a goblin minion for exactly 1 round. The minion acts on the player's turn, follows one command, then collapses. The player feels the goblin's mind like a puppet string. Brief. Nauseating. Efficient.

Halsin is in a cage in the worg pen. Free him. He'll fight out with them. He owes them everything, and he knows it.

PlayerWIS Save Trigger
RachelLets someone else protect her — doesn't have to be the strong one, just for a moment
BrandonPerforms sincerely — not for laughs, not deflection, but something genuine
MattHeals an ally — the life energy flows through the tadpole's connection
JacksonSpares a surrendering goblin — mercy costs something here
SESSION 1 — Escalation Timeline
Early: Subtle. A pulse behind the eye. Brief headache after the Psychic Pulse. "Did you hear that?"
Mid: Louder. A flash of alien memory. The taste of copper before the Coerce. A brief, irrational urge that wasn't theirs.
End: Undeniable. After the Goblin Camp — if a player used Dominate — the tadpole moves. They feel it squirm. An NPC watching them notices their eyes flash violet for just a second.

Session 2 — Act 2: Shadow and Mind

Scene 5: The Shadow-Cursed Lands

The light stops. Not darkness — something worse. The shadows here have weight, intention. The curse bleeds through everything. Torches dim. Spells feel muted. Something is watching from inside the dark, and it isn't afraid of them.

ILLITHID EVENT — Shadow Sight
The tadpole offers, unprompted: darkvision 120 feet to any who accept. The shadows feel comfortable. Familiar. Warm. There's no catch announced. That's the catch.
POD LOCATION #4 — Shadow-cursed convoy wreckage on the road. A dead courier's pack, torn open by something with claws. The pod is inside, undamaged. Whoever sent it knew where it was going.
PlayerWIS Save Trigger
MattWild shapes — transformation opens a channel the tadpole wasn't invited through
LexyDoubts herself in the oppressive dark — the tadpole notices weakness like a current notices a gap
BrandonDrops the jokes and admits actual fear — the mask comes off

Scene 6: Last Light Inn

A pocket of safety in the cursed lands — Isobel's holy barrier holds the shadows back. The inn is warm, crowded with refugees and Harpers. Jaheira holds it all together through willpower alone. Let the party breathe here. Let them laugh. Then take it away.

ILLITHID EVENT — Truth Sense
Any player can reach into Jaheira's intentions. She's genuine — no hidden agenda with the party — but the desperation underneath is raw. She's been holding this line for months. She doesn't know how much longer she can. Let the player decide whether to tell her they looked.

The Attack: Cultists come for Isobel. If she falls, the barrier drops, and the inn is lost. Protect her or lose the safe haven — and everyone in it.

ILLITHID EVENT — Psychic Scream
If Isobel drops below 10 HP, any player can release it: a psychic scream that tears through the room. DC 13 INT save, 2d8 psychic damage + stun 1 round. The player's eyes go fully black. Isobel sees it. The party sees it. The cultists see it. Nobody says anything right away.
PlayerWIS Save Trigger
JacksonLaughs with the party at the inn — genuine safety, genuine connection, genuine guard down
RachelPhysically restrained or pinned during the attack — not in control
All players: if they let themselves feel safe before the assault begins. The tadpole learns what they value by watching what they relax around.

Scene 7: Moonrise Towers

Ketheric Thorm's fortress. Stone and shadow and the smell of something wrong — formaldehyde and ozone. The dungeon beneath holds his experiments. Mind Flayer operating theaters. Half-transformed prisoners who beg to be killed. Ketheric himself is somewhere above, already knowing they're coming.

POD LOCATION #5 — Moonrise Towers dungeon. A Mind Flayer operating theater, mid-procedure. The pod is on the surgical tray beside instruments none of them can name. The patient on the table is already gone.

The truth about Ketheric: he can't die permanently because his soul is bound to the Absolute's network. To kill him, they have to break that link first — which means going deeper into Shar's domain.

PlayerWIS Save Trigger
MattMeditates or prays in this cursed space — the silence that answers him isn't natural
LexyListens to a plan instead of charging in — patience costs her something here
RachelAdmits vulnerability seeing the prisoners — the horror is recognizing herself in them

Scene 8: Gauntlet of Shar

Shar's trials. Darkness literal and metaphorical. Each trial strips something away — certainty, memory, identity. The Gauntlet doesn't care who they are. It only wants to see what they do when they think no one is watching.

POD LOCATION #6 — The Trial of Darkness. Hidden in a false wall of the reward chamber — only visible if someone searches while the lights are out. The darkness makes it findable.
ILLITHID EVENT — The Tadpole Speaks
During the Trial of Self — the fear vision, the worst thing they carry — the tadpole offers: "Let me take the pain away."

If they accept: Auto-pass the WIS save. The fear dissolves. It felt like drowning and then not drowning.
The cost: The DM holds a 10-second puppet moment — at any point later in the session, the character does one thing they didn't choose. One action. Ten seconds. Make it count. Make it something they would have done anyway, almost. That's worse.

WIS Save Opportunities: The Gauntlet is designed to break people. Every character has a fear, a wound, a thing they haven't said out loud. Every character has a trigger here. Use what you know about them.

Scene 9: Ketheric Thorm — Final Battle

The roof of Moonrise Towers. Storm above, cursed land below, and Ketheric between them — ancient, armored, and furious. He regenerates. He won't stop. Until they break the soul link, everything they do to him heals. Then they break it. Then he becomes something worse.

This is what they've been building toward. Everything the tadpole gave them, everything it cost — it all comes due here.

ILLITHID EVENT — Hive Mind
If 3 or more players have consumed pods, they can link. One action, one round. Pool all remaining HP across the linked players and split evenly. The pain redistributes. The advantage redistributes. No one is weakest anymore. No one carries it alone.

Read this aloud when it activates:
"Now you understand. This is what we are. This is unity."

The voice is not theirs. It is very calm. It sounds like the right answer.
ILLITHID EVENT — The Vision
During the fight — late, when things look bad — each player gets a flash. The Mind Flayer, patient and enormous, watching from somewhere behind their eyes.

"You were never going to win this without me."

It's not a threat. That's the worst part. It's just a fact.

WIS Save Opportunities: Every character has at least one natural trigger during this fight. The stakes, the exhaustion, the fear, the relief — all of it is live wire. Watch for the moments and call for the rolls.

SESSION 2 — Escalation Timeline
Early: Integrated. The powers feel natural now. The whisper sounds exactly like their own inner voice.
Mid: Intrusive. Involuntary telepathy bleeds through — a flash of another player's vision, uninvited. They're not sure whose thought that was.
Climax: Full presence. The Hive Mind activates. The horror is that it works. It helps. The Mind Flayer's voice says the thing they've all been thinking. And it feels good.

DM Reference

Rule Detail
WIS Save DC Session 1: DC 12 | Session 2: DC 14
Corruption Rate Maximum 1 tier increase per scene — even if multiple triggers fire
Tone The tadpole isn't fighting them. It's merging with them. Never frame it as an enemy.
The Hive Mind Moment Emotional climax of the campaign. The horror is that it works. It helps. It feels good. Let that land before anyone speaks.
Pod Consumption Never pressure. Never forbid. Just make each one feel like a real choice with real weight.
The Puppet Moment If a player accepted the tadpole's offer in Scene 8, use the puppet moment at the worst — or most meaningful — time. Not for cruelty. For story.

The story ends with Ketheric defeated and the players alive — but the tadpoles are still there. They always will be. The question the campaign leaves them with isn't what happened to them. It's who are they now.