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Dungeons & Dragons: Storm King’s Thunder campaign artwork
Campaign file · Session 3 complete

Storm King's Thunder

Session 3 is in the books. Nightstone survived an orc assault, the party reached Level 3, and Kella’s latest confession came with seven mounted Zhentarim. The villagers still need rescuing. At this point the rescue mission itself deserves compensation for the delays.

Campaign start time: Every at · your local time
4 recorded sessions
6 player characters
2 familiars, one briefly Thanos'd
12 NPC dossier entries
1 active Gum-Gum contract
2 one-damage Sorcerous Bursts
1 Ishkael ethics committee
0 confidence this will stay sensible
Ready for next session · after Session 3

Where we left off

We were going to rescue the villagers. Then an army happened. The army is now dealt with. The villagers are still waiting.

Where we areNightstone, after defeating the orcs at the gate and northern palisade. Several defenders died. The party reached Level 3.
Next objectiveThe GM agreed to another long rest before leaving. Then follow Gum-Gum to the cave and bring the villagers home.
Uneasy alliesKella and Xolkin are Zhentarim. They fought beside us but intend to establish control in Nightstone; supplies and reinforcements are expected.
The warning we interruptedGurrash carried a rune branded into his flesh and warned that something worse was coming. We killed him before getting the full explanation.
Loose ends to remember
  • Korwyn’s promise to bring the villagers home still stands.
  • Xolkin reported other settlements attacked or missing. His report is not yet independently verified.
  • Eilora saw a structure moving north through the clouds.
  • The party received five rubies worth 100 gp each. Korwyn’s endorsement was conspicuously absent.
  • Gum-Gum believes she is a wizard. Reth’s Minor Illusion is doing a lot of educational work.
Campaign foundations

What this archive is tracking

Sessions, characters, NPCs, quotes, discoveries, unresolved threads, table decisions, and the campaign moments worth finding again later.

Current GMGenerous Heal, also called Spyro or Jen.
Rules direction2024 / 5.5 where possible, with official, third-party, and homebrew material welcomed subject to balance.
Campaign styleOpen sandbox with gentle in-world guidance when the party needs a shove.
Character focusBackstories and relationships are meant to matter, not sit in a forgotten PDF.
No sessions matched that search. Even Gum-Gum cannot count a missing session into existence.
Session 0 decisions

Campaign Setup

What the table actually agreed to before the adventure starts.

Start time: the table agreed to begin roughly half an hour later than originally planned, making the practical target.
Tabletop stack: Roll20 for maps and tokens, D&D Beyond for sheets, Beyond20 to throw rolls between them.
Adventure shape: Storm King's Thunder is being treated as a large sandbox. Exploration is welcome, but the group is happy for subtle in-world direction when indecision hits.
Opening philosophy: the characters do not need to begin as established best friends. The group preferred a natural or surprising meeting around the opening journey.
Backstory integration: Spyro explicitly wants character stories to appear meaningfully in play and is willing to weave them around the published campaign.
Homebrew: generally welcome. Spyro may change numbers, wording, or mechanics when something is too strong, too weak, or needlessly complicated.
Rebuild policy: during the early campaign, players may change class, subclass, or even retire a character if the build simply is not fun.
Metagaming: player knowledge and character knowledge stay separate. If a player knows a monster, the character may need a roll or an in-world reason to know the same thing.
Party conflict: self-generated PvP is not the intended game. Characters can disagree and get the shits with each other, but the party should still have a reason to remain a party.
Table boundaries: no gratuitous cruelty to animals or children, avoid real-world hate, and respect player boundaries around unwanted romance or flirting.
Spotlight: jokes are encouraged, but not at the cost of talking over other players or stopping the game from moving for an hour.
Breaks: Spyro normally checks for a break around the 90-minute mark, with extra breaks whenever somebody needs one.
The party’s field guide

Creatures We’ve Encountered

Creatures we have actually encountered, with a little book learning and a deeply questionable amount of practical experience.

Worg FoughtNightstone · Session 1
Worg artwork
Worg · called a warg in our session archive
What the books say

Big teeth. Worse intentions.

Worgs are cunning, vicious predators that favour prey weaker than themselves. They roam wild country and also associate with goblins and hobgoblins, who raise them. These are thinking creatures capable of speech, not ordinary wolves with an attitude problem. Their powerful bite is the business end you particularly want to avoid.

General creature lore, paraphrased from D&D Beyond’s legacy Worg description. The current Monster Manual entry classifies them as Fey and describes their bite. This is background reading, not a claim about what every character knows.

Our field notes

Do not attempt to pet the problem.

At Nightstone, Robb introduced one to Gary Dags and barked at another with Vicious Mockery. Ishkael’s Chromatic Orb killed a warg and carried on into a goblin. A fairly decisive improvement over his earlier one-point contribution.

Party advice: Bonking is a respectable opening proposal. Robb has also submitted “bark at it until its feelings hurt.” Ishkael recommends lightning, provided he remembers to put some fucking effort into it.
Field commentary, not a special weakness or guaranteed tactic.
Goblins FoughtNightstone · Sessions 1–2
Goblin wielding a spiked mace
Goblin · small creature, substantial administrative burden
What the books say

Small does not mean harmless.

Goblins are small goblinoids who often make their homes in caves, abandoned mines and ruins. Their danger grows with their numbers: they favour ambushes, quick retreats and terrain that lets them disappear before an enemy can retaliate. Their lairs can contain alarms and narrow escape passages, and some raise wolves as mounts and companions.

In the older Monster Manual description, goblin groups tend to follow the strongest or cleverest leader and can fall under the control of larger goblinoids. That describes a common pattern in the book; an individual goblin still has to be judged by what they actually do.

General lore paraphrased from the Monster Manual extract supplied for this archive, alongside D&D Beyond’s legacy Goblin entry. No combat statistics included.

Our field notes

Ambush predators. Occasional self-solving problems.

Nightstone’s goblins have demonstrated that they can put Burnadette on the ground, make a church bell everybody’s problem and turn a spared life into a shouted alarm. They have also worn pumpkins they could not see out of, shot Snock while he was eating a stuffed blood hawk, and suffered a fatal bardic review. Their performance has been mixed.

Party advice: Do not mistake ridiculous for harmless. If they are wearing a pumpkin, check whether they can see. If they are shooting each other, try not to interrupt. If the bell starts again, somebody please fucking deal with it.
Campaign commentary, not a guaranteed tactic.

Gum-Gum remains her own person, with her own dossier entry. “Goblin” is not a substitute for reading the situation.

Giants Mixed encountersRoad to Nightstone · Sessions 1–2
What we can safely say

Very large people. Very small margin for error.

Giants are ancient peoples with their own languages, communities and traditions. The ruins of their past survive in remote places. They are more than oversized creatures to hit with a sword: each encounter may involve a person with a purpose, and the party does not yet know what those purposes are.

Broad background paraphrased from the supplied giant lore extract. This entry deliberately stops at what the archive has already established.

What the party has encountered
Eilora’s frost giantsObserved
Five enormous, blue-skinned giants passed through the forest, dragging a magically marked elk. Eilora hid, then followed. Why they wanted the elk remains unanswered.
Reth’s stone giantSpoke with
Reth encountered a grey giant and examined a monolith surrounded by disturbed magic. In Session 3, comparison with Bigby’s book identified it as a stone giant; its intentions remain unresolved.
Ishkael and Burnadette’s hill giantsSurvived an attack
Their introduction involved two hill giants and considerably less opportunity for polite conversation. Ishkael pulled Burnadette clear of the attack. Survival was the immediate priority.
What happened at NightstoneAftermath investigated
A flying cloud castle bombarded the village. Reth identified a Cloud Rune on the fallen boulders. These are recorded clues, not an explanation of who was responsible or why.
Party advice: Before implementing the usual bonking policy, check whether you can reach anything above its ankle. Also bring the person who speaks Giant.
So far, the party’s scheduling department has arranged giant encounters for almost everybody except him. Exceptional work.

Session 3’s reading identified the earlier encounters as hill, stone and frost giants. Reth also shared the book’s account of the Ordning and the storm-giant royal family. His theories about changes at the top remain speculation. Eilora later saw a structure moving north through the clouds.

Orcs FoughtNightstone · Session 3
Our field notes

Two fronts. No time for tea.

An orc force attacked the gate and northern palisade. They crossed water, climbed the walls and fought with axes and javelins. Norgra’s spells and Gurrash’s war horn made the attack more dangerous. Their rune-marked equipment—and the brand on Gurrash’s flesh—remain clues, not an explanation.

Gurrash said his clan needed somewhere to rebuild and feared a worse danger. This entry records this force’s actions, not a judgement about every orc.

Party advice: Caltrops, oil and teamwork proved effective. Questions work best before everybody contributes to the finishing blow.
People of the campaign

NPC Dossier

Only what the party has actually met, seen, or been told. No module secrets hiding under the floorboards.

Linton
Halfling of the Green Cloak family. Fled Nightstone after seeing the damaged settlement and goblins moving in. Warned Korwyn and Robb not to continue up the road.
Gum-Gum character artGum-Gum
Goblin encountered stealing an enormous sack of food from the Nightstone Inn. Claims she did not kill anyone, says giants or “Biggins” displaced and now command her people, and has agreed to guide the party to the cave holding kidnapped people in exchange for getting the food back.
Kella Darkhope character artKella Darkhope
Her stories progressed from Nightstone resident to investigator to Harper. With Xolkin present, she admitted she was a Zhentarim operative. The plan was to establish a quiet base near Waterdeep; Nightstone’s devastation accelerated the takeover. She fought on the defenders’ side during the orc assault. Her earlier claims remain part of the record, not the current account.
Morak
Dwarf proprietor of the Nightstone Inn. Burnadette knows the establishment, but Morak himself has not yet been located.
Lord Drezlin Nandar — specterLord Drezlin Nandar Deceased · specter
Founder of Nightstone, encountered as a specter by Korwyn. He charged Korwyn with bringing the villagers home. His grave was found dug open with a dead goblin nearby. Burnadette considered this double sacrilege, which feels like an accurate legal classification.
Lady Nandar Deceased
Nightstone’s steward and Lord Nandar’s wife. She welcomed Burnadette into the village and gave her work when she was homeless. Fatally injured during the cloud-castle bombardment; the surviving guards could not save her. The party helped bury her.
Nightstone Keep guards Several deceased
Four guards survived the original cloud-castle attack. They helped with Lady Nandar’s funeral, agreed to assist the villagers and fought against the orcs beside the party and Zhentarim. Several defenders died in the assault; the supplied summary does not give a complete surviving roster.
Larlow Summerhawk Deceased
Nightstone’s apothecary and a father, known to Burnadette for patching her up after fights. Found crushed beneath a boulder. His wife and children remain unaccounted for; Burnadette recovered emergency medical supplies that might help the missing villagers.
Nestor Deceased
A local father, storyteller and attendee at Burnadette’s sermons, found beneath a boulder. Korwyn discovered another body inside the home, prayed, closed the door and left the family’s belongings alone.
Xolkin Alassandar
Leader of the seven mounted Zhentarim arrivals. Openly wants Nightstone as a base and presents himself as a criminal rather than a tyrant. Offered horses and five rubies for the rescue effort. Fought the orcs with a pistol, was badly wounded and received healing from Robb. Remains in Nightstone awaiting more supplies and people.
Norgra One-EyeNorgra One-Eye Deceased
Leader at the front-gate assault, wearing heavy rune-marked armour. Cast Bless and Command, endured repeated lightning attacks and tried to flee. Robb’s final Vicious Mockery killed her; her death is player-confirmed.
War chief GurrashGurrash Deceased
Orc war chief leading the northern attack. His war horn strengthened the assault. He said his clan sought somewhere to rebuild and warned of a worse danger. A rune was branded into his flesh beneath his armour. The party killed him before he could fully explain it. Name and artwork supplied by the GM.
Table evidence

Quote Vault

Direct quotes grouped by session. The elite audio moments lead the vault, with the reigning champion first. More exchanges are tucked into session dropdowns below. Every moment keeps its link to the session summary.

Campaign honours · questionable decisions division

🏆 ACHIEVEMENTS UNLOCKED

Heroism. Horrendous judgement. Officially recognised.

Earned in Storm King’s Thunder, Sessions 1 onward. Rewards are ceremonial; please do not invoice the GM.

Entirely serious historical ranking

Best Moments Judged by ChatGPT

Ranked by session, with each moment linked back to the part of the summary that earned it a place here.

The party · faces and reputations

Meet the Crew

Six travellers, one increasingly questionable group. These are the faces, first impressions and reputations taking shape along the way. Further revelations will be recorded when the party actually earns them.

IshkaelMale Wood Half-Elf · Draconic Sorcerer
Ishkael character art
Played by Kaelan

Ishkael

Male Wood Half-Elf · Draconic Sorcerer

LanguagesCommon, Common Sign Language, Elvish, Thieves’ Cant

A lean young half-elf with dark hair, sharp blue eyes and branching marks across his face like old lightning scars. Dark travelling leathers, a heavy hooded cloak and thieves’ tools at his belt complete the picture: built for slipping through a crowd, with absolutely no guarantee he should be trusted near an unattended box.

Ishkael comes from Baldur’s Gate and is heading north “for reasons”. He pulled Burnadette clear of a giant attack, then checked the wreckage for money. His magic currently ranges from one point of lightning damage to a Chromatic Orb that deletes a warg and keeps going. His approach to keeping promises has already required a party ethics committee. Since then, one broken bridge has become his sworn enemy and a funeral has become a deeply questionable source of income. The committee needs more staff.

At a glance

Full PDF sheet snapshot · 21-09-2026. HP shows maximum, not current health.

26Max HP
16Armour Class
+2Initiative
30 ft.Speed
STR6-2
DEX15+2
CON16+3
INT9-1
WIS12+1
CHA19+4
Spells

Current spells follow the new PDF; Comprehend Languages is no longer listed.

  • Cantrips: Light, Sorcerous Burst, Mind Sliver, Message.
  • 1st-level: Shield, Magic Missile, Accelerate/Decelerate, Chromatic Orb, Command.
  • 2nd-level: Hold Person, Detect Thoughts, Misty Step, Alter Self, Dragon’s Breath.
  • Draconic spells always prepared: Chromatic Orb, Command, Alter Self, Dragon’s Breath.
  • Charisma spellcasting; spell attack +6; save DC 15 as shown on the sheet.
  • Spell slots: four 1st-level and two 2nd-level.
Equipment

The diamond, holy symbol and ring each appear twice in the PDF. Their quantities are left unconfirmed pending clarification.

  • Daggers ×2
  • Spear
  • Backpack
  • Crystal
  • Potion of Healing
  • Oil ×2
  • Rations ×10
  • Rope
  • Tinderbox
  • Torches ×10
  • Waterskin
  • Healer’s Kit
  • Crowbar
  • Diamond worth 50 gp — repeated in PDF; quantity unconfirmed
  • Golden holy symbol of Asmodeus worth 75 gp — repeated in PDF; quantity unconfirmed
  • Gold wedding ring set with tourmalines, worth 750 gp — repeated in PDF; quantity unconfirmed
  • Rubies ×5, worth 100 gp each (500 gp total).
  • Coins: 28 gp, 3 sp.
  • Carried weight: 62.5 lb. (sheet snapshot).
Tools & training
  • Simple weapons
  • Thieves’ Tools
  • Proficiency bonus: +2
  • Languages: Common, Common Sign Language, Elvish, Thieves’ Cant
Features & defences
  • Innate Sorcery
  • Draconic Sorcery subclass.
  • Draconic Resilience: additional maximum HP and unarmoured defence, included in the current maximum HP 26 and AC 16.
  • Font of Magic: 3 Sorcery Points, regained on a Long Rest.
  • Convert spell slots to Sorcery Points; spend 2 points for a 1st-level slot or 3 points for a 2nd-level slot as a bonus action.
  • Heightened Spell: spend 2 Sorcery Points to give one target disadvantage on saving throws against the spell.
  • Subtle Spell: spend 1 Sorcery Point to omit verbal, somatic and material components, except materials consumed or with a specified cost.
  • Darkvision: 60 ft.
  • Fey Ancestry: advantage on saves against being charmed; magical sleep immunity.
  • Skilled feat
Skills
  • Acrobatics: +2
  • Animal Handling: +1
  • Arcana: +1
  • Athletics: -2
  • Deception: +6
  • History: -1
  • Insight: +3
  • Intimidation: +4
  • Investigation: +1
  • Medicine: +1
  • Nature: -1
  • Perception: +3
  • Performance: +4
  • Persuasion: +6
  • Religion: -1
  • Sleight of Hand: +2
  • Stealth: +4
  • Survival: +1
Saving throws & senses
  • Strength: -2
  • Dexterity: +2
  • Constitution: +5
  • Intelligence: -1
  • Wisdom: +1
  • Charisma: +6
  • Passive Perception: 13
  • Passive Insight: 13
  • Passive Investigation: 11
Korwyn of Cape VelenHuman · Fighter
Korwyn of Cape Velen character art
Played by Erik

Korwyn of Cape Velen

Human · Fighter

LanguagesCommon, Elvish, Sylvan, Giant

A lean, athletic human in his early twenties, with dark hair, steel-grey eyes and light olive skin. His finely fitted leather armour bears the stitch marks of a removed crest, his equipment looks expensive and barely used, and his rapier rides in an unusual sheath on his back. Courteous, precise and composed, with the excitement of someone seeing the wider world for the first time.

Korwyn met Robb outside Waterdeep and was quick to help the exhausted Linton on the road to Nightstone. He speaks Giant, which would have been extremely useful during the giant encounters that happened to other people. When things turned violent, he put himself in front of Reth and told the old man to get behind him. His owl’s first outing ended considerably less well. He has since sworn to Lord Drezlin Nandar’s specter that he will bring the missing villagers home. For Korwyn, this is now a matter of his word.

The private file

Korwyn is keeping his character sheet private. Human Fighter is confirmed by his public header; his stats, spells and inventory will be added when supplied.

His story and languages above remain the established campaign record.

Ser Reth HarbuckleHuman · Artificer / Wizard
Ser Reth Harbuckle character art
Played by Dan

Ser Reth Harbuckle

Human · Artificer / Wizard

LanguagesCommon, Dwarvish, Elvish

An old human wizard who looks as though life has made a considerable effort. He wears flowing blue robes edged with faded gold filigree, carries a shield, and keeps component pouches, jars and a small carpentry hammer on his belt. The overall impression is a man who changed careers very late in life and kept some of the tools.

Reth encountered a mysterious grey giant on the road and examined a monolith surrounded by strangely disturbed magic. Later, in Nightstone, he identified a Cloud Rune on the fallen boulders. Since reaching Nightstone, he has established a firm dislike of goblins, delivered Fire Bolts and become the unwilling recipient of Robb’s finest work. His account of the bell-tower fight was impressively heroic. Unfortunately, the transcript also exists. He has repaired damaged buildings with Mending, backflipped across a bridge and found a book about the Ordning. The old man is having a surprisingly productive day.

At a glance

Character sheet snapshot · 15-09-2026. HP shows maximum, not current health.

18Max HP
18Armour Class
+2Initiative
30 ft.Speed
STR11+0
DEX14+2
CON16+3
INT18+4
WIS13+1
CHA11+0
Spells

Spells visible in the supplied sheets; this is not a complete spell list.

  • Blade Ward
  • Fire Bolt
  • Guidance
  • Light
  • Mage Hand
  • Mending
  • Mind Sliver
  • Minor Illusion
  • Prestidigitation
  • True Strike
Equipment

Recorded items from the supplied views; inventory may extend beyond what is shown.

  • Carpenter’s Hatchet (shown in Actions)
Tools & training
  • Calligrapher’s Supplies
  • Smith’s Tools
  • Thieves’ Tools
  • Tinker’s Tools
Features & defences
  • Ritual Adept
  • Arcane Recovery
Eilora SilverboughEladrin · Druid · with Fenn
Eilora Silverbough and Fenn beneath a starry sky
Fenn, the white familiar with purple eyes and tiny antlers
Fenn · Eilora’s familiar
Played by Annie

Eilora Silverbough

Eladrin · Druid · with Fenn

LanguagesCelestial, Common, Druidic, Sylvan

An Eladrin druid newly arrived from the Feywild, with glacial-blue skin, crisp white hair, small antlers and pale freckles that glisten like frost. Dressed for travel, she carries a shield and a staff topped with a crystal that radiates a chill. Beside her is Fenn, her small white familiar, with enormous ears, faint lilac markings, tiny antler nubs and purple feather tufts.

Eilora followed five frost giants after seeing them drag an enormous, magically marked elk through the forest. She is observant enough to hide from a giant and principled enough to remind Ishkael that a promise is about his word, not who receives it. Getting this particular group to be quiet remains a separate challenge. She has spotted enormous impressions in the clouds and confronted Kella over her snake’s coded message. Patience, it turns out, has limits.

At a glance

Full PDF sheet snapshot · 16-09-2026. HP shows maximum, not current health.

17Max HP
17Armour Class
+3Initiative
30 ft.Speed
STR9-1
DEX16+3
CON14+2
INT13+1
WIS17+3
CHA13+1
Spellcasting
  • Wisdom; spell attack +5; spell save DC 13.
  • 1st-level spell slots: 3.
  • Speak with Animals is always prepared through Druidic.
  • Find Familiar: Magic Initiate (Wizard), one free casting per Long Rest; also available through Wild Companion.
Cantrips
  • Starry Wisp
  • Guidance
  • Ray of Frost
  • True Strike
  • Message
1st-level spells listed on the sheet

The export includes available spells as well as feature-granted spells; this is not a claim that every spell is currently prepared. Duplicate listings are combined.

  • Entangle
  • Thunderwave
  • Healing Word
  • Faerie Fire
  • Cure Wounds
  • Absorb Elements
  • Beast Bond
  • Earth Tremor
  • Ice Knife
  • Animal Friendship
  • Fog Cloud
  • Protection from Evil and Good
  • Purify Food and Drink
  • Goodberry
  • Charm Person
  • Jump
  • Longstrider
  • Speak with Animals
  • Create or Destroy Water
  • Detect Poison and Disease
  • Detect Magic
  • Buzzing Bee
  • Find Familiar
Equipment
  • Studded Leather
  • Shield
  • Quarterstaff TS
  • Whip TS
  • Backpack
  • Rope
  • Herbalism Kit
  • Emblem
  • Healer's Kit
  • Incense for familiar summon
  • Rations ×7
  • Robe
  • Jeweler's Tools
  • Blanket
  • Tinderbox
  • Lamp
  • Coins: 14 gp.
  • Carried weight: 67 lb. (sheet snapshot).
Tools & training
  • Light armour and shields; simple weapons.
  • Cartographer’s Tools, Herbalism Kit, Jeweler’s Tools, Navigator’s Tools.
  • Languages: Celestial, Common, Druidic, Sylvan.
  • Proficiency bonus: +2.
Features & defences
  • Primal Order — Magician: extra druid cantrip and +3 to Arcana and Nature checks (included in the listed skill totals).
  • Wild Shape: bonus action; 2 uses per Long Rest, one use recovered on a Short Rest. Current forms last up to 1 hour and grant 2 temporary HP.
  • Wild Shape: four known Beast forms, maximum CR 1/4, without a flying speed; specific forms not listed in this export.
  • Wild Companion: spend a spell slot or Wild Shape use to summon a Fey familiar; it disappears after a Long Rest.
  • Winter Eladrin season.
  • Fey Step: teleport up to 30 ft. as a bonus action, twice per Long Rest.
  • Fey Ancestry: advantage on saves to avoid or end Charmed.
  • Darkvision: 60 ft.; magical sleep immunity.
  • Trance: conscious meditation; a Long Rest in 4 hours. Can change season and select two temporary weapon/tool proficiencies after the trance.
  • Magic Initiate (Wizard), using Wisdom.
Attacks
  • Quarterstaff TS: +5 to hit; 1d6+3 bludgeoning; versatile, Topple, True Strike: radiant.
  • Whip TS: +5 to hit; 1d4+4 slashing; reach, Slow, True Strike: radiant (values as shown on the sheet).
  • Starry Wisp: +5 to hit; 1d8 radiant.
  • Ray of Frost: +5 to hit; 1d8 cold.
Skills
  • Acrobatics: +3
  • Animal Handling: +5
  • Arcana: +4
  • Athletics: -1
  • Deception: +1
  • History: +1
  • Insight: +5
  • Intimidation: +1
  • Investigation: +1
  • Medicine: +3
  • Nature: +4
  • Perception: +5
  • Performance: +1
  • Persuasion: +1
  • Religion: +1
  • Sleight of Hand: +3
  • Stealth: +5
  • Survival: +5
Saving throws & senses
  • Strength: -1
  • Dexterity: +3
  • Constitution: +2
  • Intelligence: +3
  • Wisdom: +5
  • Charisma: +1
  • Passive Perception: 15
  • Passive Insight: 15
  • Passive Investigation: 11
Burnadette HammerbetchFemale Dragonborn · Paladin
Burnadette Hammerbetch character art
Played by Pug

Burnadette Hammerbetch

Female Dragonborn · Paladin

LanguagesCommon, Common Sign Language, Draconic

A tall, broad-shouldered dragonborn paladin with a remarkably relaxed manner when danger arrives. Over her chain mail she wears a tattered, stained robe that might once have been a fine priestly vestment, with one sleeve torn off and mud up to the knees. The jewels have been prised from her holy symbol. The warhammer and javelins suggest further questions should be phrased politely.

Burnadette lives in Nightstone, where she has a vegetable garden and four chickens: Henny, Benny, Kenny and Lenny. News of an attack therefore became an immediate agricultural emergency. She fights fiercely for her birds, shares Sign Language with Ishkael, and has already asked whether the party can keep Gum-Gum. Her priorities are exceptionally clear. The destruction of her home and Lady Nandar’s death have made the village’s losses painfully personal; bringing its people back matters far more than the loot.

At a glance

Full PDF sheet snapshot · 15-09-2026. HP shows maximum, not current health.

22Max HP
19Armour Class
+1Initiative
30 ft.Speed
STR18+4
DEX12+1
CON16+3
INT7-2
WIS12+1
CHA13+1
Spells
  • Cantrips: Guidance, Spare the Dying.
  • 1st-level spells: Cure Wounds, Shield of Faith, Bless, Divine Smite.
  • Spellcasting ability: Charisma. Spell attack: +3. Spell save DC: 11.
  • 1st-level spell slots: 2.
  • Bless: one free casting per Long Rest through Magic Initiate (Cleric).
  • Divine Smite: always prepared; one free casting per Long Rest through Paladin’s Smite.
Equipment
  • Potion of Healing
  • Shield
  • Chain Mail
  • Longsword
  • Javelin ×6
  • Warhammer
  • Parchment ×10
  • Backpack
  • Calligrapher's Supplies
  • Robe
  • Book
  • Amulet
  • Holy Symbol
  • Rations ×7
  • Blanket
  • Tinderbox
  • Lamp
  • Holy Water
  • Herbalism Kit
  • Antitoxin
  • Pouch
  • Letter
  • Summerhawk locket
  • Coins: 32 gp.
  • Carried weight: 129.5 lb. (sheet snapshot).
Tools & training
  • Light, medium and heavy armour; shields.
  • Simple and martial weapons.
  • Calligrapher’s Supplies
  • Languages: Common, Common Sign Language, Draconic.
  • Proficiency bonus: +2.
Features & defences
  • Lay on Hands: 10 HP healing pool per Long Rest; touch healing as a bonus action.
  • Lay on Hands: spend 5 pool points to remove Poisoned instead of restoring HP.
  • Defense fighting style: +1 AC while wearing armour (included in the sheet’s AC 19).
  • Magic Initiate (Cleric), using Charisma.
  • Red dragon ancestry; fire resistance.
  • Fire breath: 2 uses per Long Rest; replace an attack with a 15-ft. cone or 30-ft. line, 5 ft. wide. DC 13 Dexterity save; 1d10 fire damage, half on success.
  • Darkvision: 60 ft.
  • Javelin mastery — Slow: reduce speed by 10 ft. until your next turn when a hit deals damage.
  • Warhammer mastery — Push: push a Large or smaller creature up to 10 ft. away on a hit.
Attacks
  • Javelin: +6 to hit; 1d6+4 piercing; range 30/120 ft.
  • Warhammer: +6 to hit; 1d8+4 bludgeoning; versatile.
  • Unarmed strike: +6 to hit; 5 bludgeoning.
Skills
  • Acrobatics: +1
  • Animal Handling: +1
  • Arcana: -2
  • Athletics: +6
  • Deception: +1
  • History: -2
  • Insight: +3
  • Intimidation: +3
  • Investigation: -2
  • Medicine: +1
  • Nature: -2
  • Perception: +1
  • Performance: +1
  • Persuasion: +1
  • Religion: +0
  • Sleight of Hand: +1
  • Stealth: +1
  • Survival: +1
Saving throws & senses
  • Strength: +4
  • Dexterity: +1
  • Constitution: +3
  • Intelligence: -2
  • Wisdom: +3
  • Charisma: +3
  • Passive Perception: 11
  • Passive Insight: 13
  • Passive Investigation: 8
Robb The WitlessHuman · Bard
Robb character art
Played by Rob

Robb The Witless

Human · Bard

LanguagesCommon, Dwarvish, Elvish

Robb The Witless wears well-cut clothes beneath worn, unassuming leather armour, with a lute across his back, a rapier at his side and a dagger bearing the name Gary Dags on its hilt. His own description was thoroughly rakish, from hair to legs. Nondescript, apparently, but pleasant to look at.

A travelling bard who joined up with Korwyn outside Waterdeep, Robb has already piffed Gary Dags into a warg’s forehead, barked at another warg badly enough to deal psychic damage, and rallied Burnadette with the reminder that her chickens needed her. A useful companion. An extremely dangerous audience for anything that might be taken the wrong way.

🏆 Current holder of the Best Dick Joke Championship
Session 1. Undefeated. “Probably the most erect cock you've seen for a while, old man.” Followed, naturally, by “Probably the only thing that is hard.” The table collapsed. Reth requested a psychic-damage ruling. The emotional damage remains.

At a glance

Character sheet snapshot · 15-09-2026. HP shows maximum, not current health.

15Max HP
15Armour Class
+6Initiative
30 ft.Speed
STR8-1
DEX19+4
CON12+1
INT10+0
WIS10+0
CHA19+4
Spells

Spells recorded from the supplied sheet views; prepared spells may change.

  • Light
  • Vicious Mockery
  • Command
  • Cure Wounds
  • Dissonant Whispers
  • Healing Word
  • Tasha’s Hideous Laughter
Equipment

Recorded items from the supplied views; inventory may extend beyond what is shown.

  • Costume
  • Light Crossbow
  • Dagger
  • Fine Clothes
  • Forgery Kit
  • Gary Dags
  • Leather
  • Lute
  • Rapier (shown in Actions)
Tools & training
  • Dice Set
  • Drum
  • Flute
  • Forgery Kit
  • Lyre
  • Thieves’ Tools