Dashboard
Baldur's Gate: Descent into Darkness · 2-Shot Campaign · Acts 1 & 2
Party
| Player | Character | Race | Class | Role |
|---|---|---|---|---|
| Jackson | Vaelis Duskbane | Drow | Paladin | Tank / Nova |
| Rachel | Vex Ashford | Human | Fighter | DPR / Frontline |
| Lexy | Lexy | Human | Damage / Tank | |
| Brandon | Bart Jingleworth | Human | Support / Face | |
| Matt | Matthas | Human | Druid | Control / Heal |
Jackson — Drow Paladin
Vaelis Duskbane · Oath of Vengeance · Paladin
Dice Staging — Jackson’s Seat
| Die | Count | Used For |
|---|---|---|
| d20 | 2 | Reuse for all attacks & saves. 2 for advantage (Vow of Enmity). |
| d8 | 4 | Biggest single roll: 1d8 longsword + 3d8 smite (2nd-level) |
| d6 | 2 | Thunderous Smite (2d6). Also covers Hunter’s Mark (1d6) and javelin (1d6). |
| d4 | 1 | Bane (1d4) |
2d20, 4d8, 2d6, 1d4. Reuse between rolls.
Ability Scores
| Ability | Score | Mod | Save |
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 13 | +1 | +1 |
| INT | 8 | −1 | −1 |
| WIS | 10 | +0 | +3 ★ |
| CHA | 15 | +2 | +5 ★ |
Standard Array · Drow: DEX +2, CHA +1 · ★ = proficient save
Skills
| Skill | Mod | Notes |
|---|---|---|
| Athletics | +5 | STR, proficient |
| Insight | +3 | WIS, proficient (Acolyte) |
| Intimidation | +5 | CHA, proficient |
| Religion | +2 | INT, proficient (Acolyte) |
| Perception | +0 | WIS |
| Stealth | +2 | DEX, disadvantage (chain mail) |
Combat Stats
Attacks
| Weapon | To Hit | Damage | Dice | Notes |
|---|---|---|---|---|
| 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 Level | Bonus Damage | Dice | vs 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.
| Resource | Uses | Effect |
|---|---|---|
| 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)
| Spell | Lvl | Action | Effect | Dice |
|---|---|---|---|---|
| Bane | 1st | Action | 3 creatures, WIS save or −1d4 from attacks/saves. Conc. | 1d4 (enemies subtract) |
| Hunter's Mark | 1st | Bonus | +1d6 damage per hit vs target. Move as bonus action. Conc. | 1d6 (per hit) |
| Hold Person | 2nd | Action | Humanoid paralyzed on failed WIS save. Melee within 5 ft auto-crits. Conc. | none (WIS save) |
| Misty Step | 2nd | Bonus | Teleport 30 ft to visible unoccupied space. | none |
Prepared Spells (4 chosen)
| Spell | Lvl | Action | Effect | Dice |
|---|---|---|---|---|
| Thunderous Smite | 1st | Bonus | Next hit: +2d6 thunder, STR save or pushed 10 ft + prone. Conc. | 2d6 |
| Shield of Faith | 1st | Bonus | +2 AC to one creature for 10 min. Conc. | none |
| Command | 1st | Action | WIS save or obey one word: Flee, Grovel, Halt, Drop. No effect on undead. | none (WIS save) |
| Aid | 2nd | Action | 3 allies gain +5 max HP for 8 hours. No concentration. | none |
Drow Innate Magic
| Spell | Action | Effect | Dice |
|---|---|---|---|
| Dancing Lights | Action | Cantrip. 4 floating lights within 120 ft, 1 min. Conc. | none |
| Faerie Fire | Action | 1/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
| Armor | All armor, shields |
| Weapons | Simple & martial weapons |
| Languages | Common, 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
| Type | Options |
|---|---|
| Bonus Action | Vow of Enmity, Hunter's Mark, Thunderous Smite, Shield of Faith, Misty Step |
| Action | Attack (×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
- Bonus Action: Vow of Enmity on biggest threat (advantage on all attacks vs it)
- Action: Attack ×2 with longsword (+5 to hit, 1d8+2 each)
- 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
- Round 1: Hold Person on a humanoid (WIS save DC 13, 2nd-level slot)
- Round 2: Walk up, Attack ×2 (auto-crit within 5 ft of paralyzed target)
- 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
- Ally at 0 HP? → Lay on Hands (just 1 HP to get them up)
- One big scary enemy? → Vow of Enmity + Smite
- Lots of enemies? → Bane (3 targets) or Faerie Fire (area advantage)
- Humanoid boss? → Hold Person → crit Smite combo
- Ally about to die? → Shield of Faith (+2 AC)
- 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.
Rachel — Human Fighter
Vex Ashford · Battle Master · Fighter
Dice Staging — Rachel's Seat
| Die | Count | Used For |
|---|---|---|
| d20 | 2 | Reuse for all attacks & saves. 2 for advantage scenarios. |
| d6 | 2 | Greatsword damage (2d6 per hit). Reuse for each swing. |
| d8 | 1 | Superiority Die (1d8 per maneuver). Reuse each time. |
| d10 | 1 | Second 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
| Ability | Score | Mod | Save |
|---|---|---|---|
| STR | 16 | +3 | +6 (prof) |
| DEX | 13 | +1 | +1 |
| CON | 16 | +3 | +6 (prof) |
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 8 | -1 | -1 |
Combat Stats
Weapons
Greatsword — Normal Mode
| Attack | Damage | Properties |
|---|---|---|
| +6 to hit | 2d6 + 3 slashing | Heavy, 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
| Attack | Damage | Properties |
|---|---|---|
| +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
| Attack | Damage | Properties |
|---|---|---|
| +6 to hit | 1d6 + 3 slashing | Light, 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.
Dice:
1d10+5Feat: 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
| Item | Details |
|---|---|
| Greatsword | Primary weapon. 2d6 slashing, heavy, two-handed. |
| Handaxes (×2) | Ranged backup. 1d6 slashing, light, thrown 20/60 ft. |
| Chain Mail | AC 16, no DEX bonus, disadvantage on Stealth. |
| Shield (stowed) | +2 AC if swapped in (AC 18). Requires stowing greatsword. |
| Explorer's Pack | Backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope. |
| Rank Insignia | Old mercenary company badge. |
| Trophy | A Mind Flayer tentacle, freshly acquired. |
| Belt Pouch | 10 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+6to hit →2d6+3damage - GWM:
1d20+1to hit →2d6+13damage - Reroll 1s and 2s on damage dice (Great Weapon Fighting)
3. Bonus Action (pick one if available)
- Second Wind: Heal
1d10+5HP (1/combat) - GWM Cleave: Free attack if you crit or drop someone to 0 — Dice:
1d20+6or1d20+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)
| Maneuver | When to Use | Dice |
|---|---|---|
| Precision Attack | GWM roll was close to hitting — add 1d8 to save the attack | 1d8 → attack roll |
| Trip Attack | Hit confirmed — knock target prone for party advantage | 1d8 → damage + STR save DC 14 |
| Riposte | Enemy misses you in melee — free reaction attack | 1d20+6 + 2d6+3 + 1d8 |
Nova Round — Go All Out
- Attack Action: 2 attacks with GWM — Dice:
2 × (1d20+1)to hit,2 × (2d6+13)damage - Action Surge: 2 more attacks with GWM — Dice:
2 × (1d20+1)to hit,2 × (2d6+13)damage - Precision Attack any close misses — Dice:
1d8per use
4 attacks × (2d6+13) = potential ~85 damage in one turn. Realistic average with some misses: 40–55 damage.
Lexy — Human Barbarian
Lexy · Path of the Berserker · Level 5 ·
Dice Staging — Lexy's Seat
| Die | Count | Used For |
|---|---|---|
| d20 | 2 | Reuse for all attacks. 2 for Reckless advantage (pick higher). |
| d12 | 1 | Greataxe (1d12 per hit). Reuse for each swing. |
| d6 | 1 | Handaxe (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
| Ability | Score | Mod | Save | Notes |
|---|---|---|---|---|
| STR | 16 | +3 | +6 (prof) | Primary. Advantage on checks/saves while raging. |
| DEX | 14 | +2 | +2 | Feeds AC via Unarmored Defense. Danger Sense = Adv on DEX saves. |
| CON | 14 | +2 | +5 (prof) | Feeds AC & HP. |
| INT | 8 | -1 | -1 | — |
| WIS | 12 | +1 | +1 | Passive Perception 14 |
| CHA | 10 | +0 | +0 | — |
Combat Stats
Damage Table — Greataxe (All Attack Modes)
| Mode | Attack Roll | Damage/Hit | Avg/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
| Attack | Damage | Range | Notes |
|---|---|---|---|
1d20+6 | 1d6+6 (raging) | Melee or 20/60 ft thrown | Good for finishing fleeing enemies. |
Per-Combat Resources
All resources reset between fights. No long/short rest tracking needed.
+3 dmg, resistance, Frenzy ON.
No exhaustion in this campaign.
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+6→1d12+6 - Power Attack:
2d20kh+1→1d12+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
| Item | Details |
|---|---|
| Greataxe | Primary weapon. 1d12 slashing, heavy, two-handed. |
| Handaxes (×4) | Ranged backup. 1d6 slashing, light, thrown 20/60 ft. |
| Explorer’s Pack | Backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope. |
| Traveler’s Clothes | Minimal — this is a barbarian. |
| Trophy Necklace | Teeth and claws from beasts she’s killed. |
| Belt Pouch | 10 gp. |
Proficiencies: Light & Medium armor, Shields (not using — Unarmored Defense) • Simple & Martial weapons • Languages: Common + one other (DM’s choice)
Skills (Proficient)
| Skill | Mod | Source |
|---|---|---|
| Athletics | +6 | Barbarian (prof) — Advantage while raging |
| Intimidation | +3 | Human Variant (prof) |
| Perception | +4 | Outlander (prof) — Passive 14 |
| Survival | +4 | Outlander (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+6to hit →1d12+6damage (×2) - Power Attack:
2d20kh+1to hit →1d12+16damage (×2)
Turn 1 = 2 attacks (bonus action used on Rage, no Frenzy swing yet)
Every Other Turn (3 Attacks)
1. Bonus Action — FRENZY ATTACK — 2d20kh+6 → 1d12+6
2. Action — Attack ×2 (Reckless) — 2d20kh+6 → 1d12+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
Brandon — Human Bard
Bart Jingleworth · College of Lore ·
Dice Staging — Brandon's Seat
| Die | Count | Used For |
|---|---|---|
| d20 | 2 | Reuse for all attacks, saves, Lucky rerolls. |
| d8 | 2 | Biggest single roll: Thunderwave (2d8). Also Bardic Inspiration (1d8), rapier (1d8). |
| d6 | 3 | Dissonant Whispers (3d6). Biggest single damage roll. |
| d4 | 1 | Vicious Mockery (1d4), Healing Word (1d4), Guidance (1d4). |
2d20, 2d8, 3d6, 1d4. Reuse between rolls.
Ability Scores
| Ability | Score | Mod | Save |
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 14 | +2 | +5 ★ |
| CON | 14 | +2 | +2 |
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 18 | +4 | +7 ★ |
Variant Human (+1 CHA, +1 CON) + Level 4 ASI (+2 CHA). ★ = proficient save.
Combat Stats
1d20+7Attacks & Core Actions
| Action | Dice | Effect |
|---|---|---|
| Rapier | 1d20+5 → 1d8+2 | Melee fallback attack |
| Dagger (melee/thrown) | 1d20+5 → 1d4+2 | Thrown range 20/60 |
| Vicious Mockery | WIS save DC 15 → 2d4 psychic | Disadvantage on next attack if failed |
| Dissonant Whispers | WIS save DC 15 → 3d6 psychic | Target uses reaction to flee on failed save |
| Thunderwave | CON save DC 15 → 2d8 thunder | Pushes creatures 10 ft on failed save |
Per-Combat Resources
All resources reset between combats.
1d8 from enemy rollSkills
Jack of All Trades: add +1 to every non-proficient check.
| Skill | Bonus | Notes |
|---|---|---|
| Acrobatics | +3 | DEX +2, JoAT +1 |
| Animal Handling | +2 | WIS +1, JoAT +1 |
| Arcana | +1 | INT +0, JoAT +1 |
| Athletics | +0 | STR −1, JoAT +1 |
| Deception | +7 | CHA +4, proficient |
| History | +1 | INT +0, JoAT +1 |
| Insight | +4 | WIS +1, proficient |
| Intimidation | +7 | CHA +4, proficient |
| Investigation | +3 | INT +0, proficient |
| Medicine | +2 | WIS +1, JoAT +1 |
| Nature | +1 | INT +0, JoAT +1 |
| Perception | +4 | WIS +1, proficient |
| Performance | +10 | CHA +4, expertise (+6) |
| Persuasion | +10 | CHA +4, expertise (+6) |
| Religion | +1 | INT +0, JoAT +1 |
| Sleight of Hand | +3 | DEX +2, JoAT +1 |
| Stealth | +3 | DEX +2, JoAT +1 |
| Survival | +2 | WIS +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
1d20on 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)
| Spell | Dice | Notes |
|---|---|---|
| Vicious Mockery | WIS save DC 15 → 2d4 psychic | Disadvantage rider is huge |
| Minor Illusion | No damage roll | 5-ft cube sound/image utility |
| Prestidigitation | No damage roll | Roleplay and utility |
1st Level (4 slots)
| Spell | Dice | Notes |
|---|---|---|
| Healing Word | 1d4+4 | Bonus action clutch heal |
| Dissonant Whispers | WIS save DC 15 → 3d6 | Forces movement |
| Thunderwave | CON save DC 15 → 2d8 | Emergency knockback |
| Faerie Fire | DEX save DC 15 | Advantage for whole party |
| Tasha's Hideous Laughter | WIS save DC 15 | Incapacitate one target |
| Heroism | Temp HP 4/turn | Concentration support buff |
2nd Level (3 slots)
| Spell | Dice | Notes |
|---|---|---|
| Hold Person | WIS save DC 15 | Paralyzed humanoid; melee hits crit automatically |
3rd Level (2 slots)
| Spell | Dice | Notes |
|---|---|---|
| Hypnotic Pattern | WIS save DC 15 | 30-ft cube control bomb |
Equipment
| Item | Details |
|---|---|
| Rapier | Dice: 1d20+5 → 1d8+2 |
| Dagger | Dice: 1d20+5 → 1d4+2; thrown 20/60 |
| Leather Armor | AC 13 total |
| Lute + instruments | Spellcasting focus, roleplay core |
| Entertainer's Pack | Travel 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
| Situation | Use |
|---|---|
| Enemy about to hit low-HP ally | Cutting Words (reaction, reduce attack) |
| Enemy rolls huge damage | Cutting Words (reaction, reduce damage) |
| Ally making clutch attack/save | Bardic Inspiration (proactive d8 boost) |
| Party setup turn before nova | Bardic Inspiration on striker |
Matt — Human Druid
Matthas · Circle of the Shepherd · Druid
Dice Staging — Matt's Seat
| Die | Count | Used For |
|---|---|---|
| d20 | 2 | Reuse for all attacks & saves. 2 for Pack Tactics advantage. |
| d10 | 3 | Call Lightning (3d10). Also Moonbeam (2d10). |
| d8 | 3 | Giant Spider bite+poison (1d8 + 2d8). Also Produce Flame (1d8), Shillelagh (1d8), Thunderwave (2d8). |
| d6 | 2 | Dire Wolf bite (2d6), Brown Bear claws (2d6), Spirit healing (1d6). |
| d4 | 2 | Wolf bite (2d4), Healing Word (1d4), Guidance (1d4). |
2d20, 3d10, 3d8, 2d6, 2d4. Reuse between rolls.
Ability Scores
| Ability | Score | Mod | Save |
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 12 | +1 | +1 |
| CON | 15 | +2 | +2 |
| INT | 10 | +0 | +3 ★ |
| WIS | 16 | +3 | +6 ★ |
| CHA | 13 | +1 | +1 |
Variant Human (+1 WIS, +1 CON). ★ = proficient save (Druid saves: INT, WIS).
Combat Stats
1d20+11d20+6Per-Combat Resources
War Caster
- Advantage on concentration checks. Dice:
2d20kh+2for 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)
| Totem | Dice / Numbers | Effect |
|---|---|---|
| Bear | Temp HP 10 to chosen allies | Best when party is taking heavy damage |
| Hawk | Reaction grants advantage (roll 2d20kh) | Boost one ally's big hit each round |
| Unicorn | Extra healing 1d6 in aura | Pairs with Healing Word for team sustain |
Bonus action to summon, bonus action to move each later turn.
Wild Shape Forms (CR 1)
Dire Wolf
| HP | AC | Speed | Attack Dice | Special |
|---|---|---|---|---|
| 37 | 14 | 50 ft | 1d20+5 → 2d6+3 | DC 13 STR save or prone; Pack Tactics |
Brown Bear
| HP | AC | Speed | Attack Dice | Special |
|---|---|---|---|---|
| 34 | 11 | 40 ft, climb 30 ft | Bite: 1d20+5 → 1d8+4Claws: 1d20+5 → 2d6+4 | Multiattack (bite + claws) |
Giant Spider
| HP | AC | Speed | Attack Dice | Special |
|---|---|---|---|---|
| 26 | 14 | 30 ft, climb 30 ft | Bite: 1d20+5 → 1d8+3 + 2d8 poison (DC 11 CON)Web: 1d20+5 ranged 30/60 | Web restrains (DC 12 STR to break) |
Spells
Cantrips
| Spell | Dice | Notes |
|---|---|---|
| Produce Flame | 1d20+6 → 2d8 fire | Ranged attack, 30 ft |
| Shillelagh | Melee 1d20+6 → 1d8+3 | Bonus action setup, lasts 1 minute |
| Guidance | 1d4 to ability check | Concentration utility |
1st Level
| Spell | Dice | Notes |
|---|---|---|
| Healing Word | 1d4+3 | Bonus action ranged heal |
| Entangle | STR save DC 14 | Restrained on failed save |
| Faerie Fire | DEX save DC 14 | Advantage against affected targets |
| Thunderwave | CON save DC 14 → 2d8 | Emergency knockback |
| Goodberry | 10 berries x 1 HP | Best used between fights |
2nd Level
| Spell | Dice | Notes |
|---|---|---|
| Moonbeam | CON save DC 14 → 2d10 radiant | Move beam 60 ft as action each turn |
3rd Level
| Spell | Dice | Notes |
|---|---|---|
| Conjure Animals | Summon package; typical wolf bite 1d20+4 → 2d4+2 | Best summon spike tool |
| Call Lightning | DEX save DC 14 → 3d10 lightning | Repeat each turn with action |
Skills & Proficiencies
| Skill | Bonus | Notes |
|---|---|---|
| Animal Handling | +6 | WIS +3 + prof +3 |
| Insight | +6 | WIS +3 + prof +3 |
| Nature | +3 | INT +0 + prof +3 |
| Perception | +6 | WIS +3 + prof +3 |
| Survival | +6 | WIS +3 + prof +3 |
Languages: Common, Druidic, Sylvan, Elvish · Tools: Herbalism kit
Equipment
| Item | Details |
|---|---|
| Quarterstaff | Dice: 1d20+2 → 1d6+2; with Shillelagh 1d20+6 → 1d8+3 |
| Wooden Shield | +2 AC (already included) |
| Leather Armor | Non-metal druid armor |
| Druidic Focus | Yew totem, used for spellcasting |
| Explorer's Pack | Standard travel supplies |
| Herbalism Kit | Poultices 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
Encounters
DM stat blocks and tactical notes for all combat encounters.
DM Dice Staging (Quick Grab by Encounter)
| Encounter | Recommended Dice Pile | Why |
|---|---|---|
| 1. Intellect Devourers | 2d20, 2d10, 2d4 | Claws (2d4+2), Devour Intellect (2d10). Reuse per creature. |
| 2. Githyanki Patrol | 2d20, 2d6 | Greatsword (2d6+3). Reuse per warrior. |
| 3. Goblin Camp | 2d20, 2d6, 1d8, 1d10 | Mixed weapons. Biggest single: Minthara 2d6+4. Reuse across all units. |
| 4. Shadow Ambush | 2d20, 2d6, 1d8 | Zombie slam (1d6+1), Mastiff bite (1d8+1). Reuse per creature. |
| 5. Last Light Defense | 2d20, 2d6, 1d10 | Cultist weapons + Shadow Druid spells. Reuse across units. |
| 6. Undead Justiciars | 2d20, 2d6, 1d8 | 2 elites, greatsword (2d6). Reuse between them. |
| 7. Ketheric Boss | 2d20, 3d10, 2d8, 1d6 | Biggest single: Finger of Death (3d10). Warhammer (1d10+4). Reuse across phases. |
Session 1
1) Nautiloid Tutorial: Intellect Devourers (2-3)
| Enemy | HP / AC / Speed | Attacks (Dice) | Special | DM Notes |
|---|---|---|---|---|
| Intellect Devourer | 21 HP · AC 12 · 40 ft | Claws: 1d20+4 → 2d4+2Devour 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)
| Enemy | HP / AC / Speed | Attacks (Dice) | Special | DM Notes |
|---|---|---|---|---|
| Githyanki Warrior | 30 HP · AC 17 · 30 ft | Greatsword: 1d20+5 → 2d6+3Javelin: 1d20+5 → 1d6+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
| Enemy | HP / AC | Attacks (Dice) | Special |
|---|---|---|---|
| Priestess Gut | 40 HP · AC 15 | Mace: 1d20+4 → 1d6+2Guiding Bolt: 1d20+5 → 4d6 radiant |
Hold Person (WIS DC 13), Command (WIS DC 13) |
| Minthara | 55 HP · AC 18 | Multiattack (2): Greatsword 1d20+7 → 2d6+4Smite rider: + 2d8 radiant on hit |
Vow-like mark on one target for advantage |
| Dror Ragzlin | 60 HP · AC 16 | Greataxe: 1d20+6 → 1d12+4Roaring shove: STR save DC 14 or pushed 10 ft |
Battle cry: nearby goblins gain +2 damage for 1 round |
Minions
| Enemy | Count | HP / AC | Attacks (Dice) | Special |
|---|---|---|---|---|
| Goblin | 6 | 7 HP · AC 15 | Scimitar: 1d20+4 → 1d6+2Shortbow: 1d20+4 → 1d6+2 | Nimble Escape (bonus disengage/hide) |
| Hobgoblin | 2 | 22 HP · AC 18 | Longsword: 1d20+3 → 1d8+1Longbow: 1d20+3 → 1d8+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)
| Enemy | HP / AC / Speed | Attacks (Dice) | Special | DM Notes |
|---|---|---|---|---|
| Shadow Zombie | 22 HP · AC 8 · 20 ft | Slam: 1d20+4 → 1d6+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+5 → 2d6+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)
| Enemy | HP / AC | Attacks (Dice) | Special | DM Notes |
|---|---|---|---|---|
| Absolute Cultist | 27 HP · AC 14 | Scimitar: 1d20+4 → 1d6+2Dark Bolt: 1d20+4 → 1d10 necrotic |
Fanatic Surge: once, add +1d6 damage on hit |
Two rush Isobel, two screen frontline |
| Shadow Druid | 35 HP · AC 13 | Thorn Whip: 1d20+5 → 2d6 piercing + pull 10 ftQuarterstaff: 1d20+5 → 1d6+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)
| Enemy | HP / AC / Speed | Attacks (Dice) | Special | DM Notes |
|---|---|---|---|---|
| Undead Justiciar | 40 HP · AC 15 · 30 ft | Shadow Blade: 1d20+6 → 2d6+4 slashing + 1d6 necroticDark Bolt: 1d20+6 → 2d8 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 / AC | Primary Attacks (Dice) | Aura / Specials |
|---|---|---|
| 120 HP · AC 17 | Multiattack (2): Warhammer 1d20+7 → 1d10+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)
| Action | Dice | Effect |
|---|---|---|
| Strike | 1d20+7 → 1d10+4 + 1d6 | One warhammer attack |
| Command Undead | No attack roll | Summon 2 shadow zombies (22 HP each) |
| Dark Pulse | CON save DC 14 → 2d8 necrotic | 15-ft cone, half on save |
Phase 2: Apostle of Myrkul
| HP / AC | Primary Attacks (Dice) | Aura / Specials |
|---|---|---|
| 80 HP · AC 15 | Finger of Death (ranged): 1d20+8 → 3d10 necrotic |
Bone Chill Aura: healing halved within 20 ft Summon Skeletons: 4 skeletons (13 HP each) at phase start |
Legendary Actions (2/round)
| Action | Dice | Effect |
|---|---|---|
| Finger Blast | 1d20+8 → 3d10 | Single ranged necrotic shot |
| Necrotic Wave | CON save DC 14 → 2d6 | 15-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.
Simplified Rules
Per-combat resource system · All abilities reset between fights.
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
| Class | Resource | Uses / Combat | Notes |
|---|---|---|---|
| Paladin | Divine Smite | 5 (3 first-level + 2 second-level slots) | Decide after hit. Double dice on crit. |
| Channel Divinity | 1 | Vow of Enmity (adv vs 1 target) or Abjure Enemy | |
| Lay on Hands | 25 HP pool | Split however you want across uses | |
| Spell Slots | 3 first + 2 second | For smites or casting spells | |
| Fighter | Action Surge | 1 | Full extra action (2 more attacks) |
| Second Wind | 1 | Bonus action, heal 1d10+5 | |
| Superiority Dice | 5d8 | Spend on maneuvers (Precision, Trip, Riposte) | |
| Rage | 1 | Bonus action to activate. Lasts entire combat. Includes Frenzy (free bonus action attack every turn). | |
| Reckless Attack | Unlimited | Advantage on your attacks, enemies get advantage on you | |
| Bardic Inspiration | 4 (CHA mod) | d8 to ally's roll. Shared pool with Cutting Words. | |
| Lucky | 3 | Reroll any d20 (yours or enemy's attack on you) | |
| Spell Slots | 4 first + 3 second + 2 third | Includes Hold Person, Hypnotic Pattern | |
| Druid | Wild Shape | 1 | Dire Wolf, Brown Bear, or Giant Spider. Beast HP = temp HP shield. |
| Spirit Totem | 1 | Bear (temp HP), Hawk (adv on attacks), or Unicorn (healing aura) | |
| Spell Slots | 4 first + 3 second + 2 third | Includes Conjure Animals, Call Lightning |
Universal Combat Rules
| Rule | How It Works | Dice |
|---|---|---|
| Attack Roll | Roll d20 + modifier vs target AC. Meet or beat = hit. | 1d20 |
| Saving Throw | Roll d20 + modifier vs DC. Meet or beat = success. | 1d20 |
| Advantage | Roll 2d20, take the higher. | 2d20 |
| Disadvantage | Roll 2d20, take the lower. | 2d20 |
| Critical Hit | Natural 20. Double ALL damage dice (not modifiers). | Double dice |
| Critical Fail | Natural 1. Auto-miss regardless of modifiers. | — |
| Initiative | d20 + DEX mod. Highest goes first. | 1d20 |
| Death Saves | At 0 HP: d20 each turn. 10+ = success, 9- = fail. 3 successes = stable. 3 fails = dead. Nat 20 = up with 1 HP. | 1d20 |
| Concentration | One concentration spell at a time. When hit: CON save (DC = 10 or half damage, whichever is higher). Fail = spell drops. | 1d20 |
Level 5 Baseline
| Stat | Value |
|---|---|
| Proficiency Bonus | +3 |
| Stat Array | 15 / 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.
| Type | What You Can Do |
|---|---|
| Movement | Move up to your speed (30-40 ft). Can split before/after action. |
| Action | Attack (with Extra Attack = 2 swings), Cast a spell, Dash (double movement), Dodge, Help, Hide, Disengage, Use an Object |
| Bonus Action | Only if you have one: Rage, Frenzy attack, Bardic Inspiration, Healing Word, Shillelagh, Spirit Totem, Hunter's Mark, Misty Step, Second Wind |
| Reaction | 1 per round (resets on your turn): Opportunity Attack, Riposte, Cutting Words, Counterspell, Shield |
| Free Action | Draw/stow weapon, open a door, drop an item, speak a few words, Divine Smite (on hit) |
Conditions Quick Reference
| Condition | Effect |
|---|---|
| Prone | Melee attacks against have advantage. Ranged attacks against have disadvantage. Costs half movement to stand. |
| Restrained | Speed 0. Attacks against have advantage. Your attacks and DEX saves have disadvantage. |
| Frightened | Disadvantage on attacks and ability checks while source is in line of sight. Can't willingly move closer. |
| Paralyzed | Incapacitated, auto-fail STR/DEX saves. Attacks have advantage. Hits within 5ft are auto-crits. |
| Incapacitated | Can't take actions or reactions. |
| Charmed | Can't attack the charmer. Charmer has advantage on social checks. |
| Blinded | Auto-fail sight checks. Attacks have disadvantage. Attacks against you have advantage. |
| Stunned | Incapacitated, can't move, auto-fail STR/DEX saves. Attacks against have advantage. |
Mind Flayer — DM Reference
Corruption system, whisper scripts, and escalation playbook for the 2-shot campaign
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 | 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
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
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?" |
| "That rage inside you? That's ME. I was always there. I just gave it a name." | |
| "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." |
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 Powers
The tadpole stirs. Each power claimed brings you closer to something vast — and hungry.
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." |
The Story
A scene-by-scene walkthrough for the DM — narrative flow, illithid events, and wisdom save triggers woven together in sequence.
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.
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.
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 #2 — Beach cave. Hidden inside a dead Mind Flayer's skull, wedged behind the eye socket. Someone put it there deliberately.
| Player | WIS Save Trigger |
|---|---|
| Jackson | Trusts Shadowheart — extends goodwill to a complete stranger in a moment of crisis |
| Rachel | Admits she's scared or hurt from the crash — drops the armor, even briefly |
| Genuine 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.
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.
| Player | WIS Save Trigger |
|---|---|
| Holds back from violence — chooses to plan or observe instead of act | |
| Matt | Communes with the grove's nature spirits — the tadpole uses the channel |
| Jackson | Feels 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.
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.
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.
| Player | WIS Save Trigger |
|---|---|
| Rachel | Lets someone else protect her — doesn't have to be the strong one, just for a moment |
| Performs sincerely — not for laughs, not deflection, but something genuine | |
| Matt | Heals an ally — the life energy flows through the tadpole's connection |
| Jackson | Spares a surrendering goblin — mercy costs something here |
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.
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.
| Player | WIS Save Trigger |
|---|---|
| Matt | Wild shapes — transformation opens a channel the tadpole wasn't invited through |
| Doubts herself in the oppressive dark — the tadpole notices weakness like a current notices a gap | |
| Drops 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.
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.
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.
| Player | WIS Save Trigger |
|---|---|
| Jackson | Laughs with the party at the inn — genuine safety, genuine connection, genuine guard down |
| Rachel | Physically 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.
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.
| Player | WIS Save Trigger |
|---|---|
| Matt | Meditates or prays in this cursed space — the silence that answers him isn't natural |
| Listens to a plan instead of charging in — patience costs her something here | |
| Rachel | Admits 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.
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.
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.
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.
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.