Welcome...
Campaign Notes
PCs are adventurers and explorers recently arrived at the frontier mining village of Phandalin, in the foothills of the Sword Mountains...
PCs
You may wish to use the Basic Rules.
***All New PCs start at 1st level***
Campaign Frequency & timing: Sessions are normally Sundays weekly in South Wimbledon from January 2020, normally from 2.30pm.
Character Attributes: Use one of:
1. A Pregenerated PC from https://dnd.wizards.com/articles/features/character_sheets
2. The Standard Array 15 14 13 12 10 8 in any order,
3. Standard Point Buy, or
4. Roll at table using best 3 of 4d6 in order STR DEX CON INT WIS CHA, then optionally replace any one roll with a 15. If rolls are bad you can ask to swap them out for Default Array in any order.
Optional Rules
Feats are permitted.
Multiclassing is permitted, with a maximum of one class with spellcasting ability per character.
Permitted Sources are the Player's Handbook, Xanathar's Guide to Everything, and the Sword Coast Adventurer's Guide. Other sources such as 3rd party materials & Unearthed Arcana are generally not permitted, but you can ask the GM and provide a copy of requested materials.
Hit Points: At 1st level PCs add their full CON attribute to hit die, rather than CON bonus. HP at higher level are gained normally.
All new PCs start at 1st level.
Tier PC Level
I 1-4 Novice
II 5-10 Heroic
III 6-16 Paragon
IV 17-20 Epic
20-XP System
PCs typically earns 1 XP per hour of active play, +1 per major achievement such as a quest completion, stunning victory, or defeat of a major villain, so a 4 hour game might typically earn 4-8 XP, or about three-four successful sessions per level. PCs can level up by spending 20 XP, on a short rest.
A PC may also spend 1 XP to gain Inspiration on a d20 die roll.
A PC may also spend 1 XP to gain Inspiration on a d20 die roll.
Resting:
A long rest takes about 7 days.
A short rest takes about an hour, with a maximum of 3 per day.
Downtime:
Game time progresses roughly in line with real time, thus some down time will be available for use by PCs, eg for crafting, training or carousing. A skilled crafter can create 5gp worth of goods per day of crafting. Working to commission, a skilled crafter living modestly can typically make a net profit of around 0.5gp per work-day, 3.5gp per Tenday (assuming 3 days of rest every 10 days), and 10gp per month (assuming 1 holiday per month).
Please bring any rules (DMG or Xanathar's) you'd like to refer to for more complex activities.
Rarity Min Level Time Cost
Common 4 2 days 200gp
Uncommon 8 7 days 1,000gp
Rare 12 31 days 5,000gp
Very Rare 16 92 days 25,000gp
Legendary 20 366 days 125,000gp
Consumables
Common 4 1 day 40gp
Uncommon 8 2 days 200gp
Rare 12 7 days 1000gp
Very Rare 16 31 days 5000gp
Legendary 20 92 days 25000gp
Spell Scroll Crafting
Common
cantrip 15gp
level 1 50gp
Uncommon
level 2 100gp
level 3 200gp
Rare
level 4 300gp
level 5 600gp
Very Rare
level 6 1200gp
level 7 2500gp
Legendary
level 8 5000gp
level 9 10000gp
Followers
A character who reaches 10th level and establishes a Stronghold such as a fortress, monastery, temple or thieves' guild may attract Elite & Regular Followers, as follows.
Elite Followers/Companion Guard: Number =Character Level+CHA modifier. These are characters of CR 1+ of types suitable to the PC and their Class. For instance a Barbarian might attract Berserkers, Fighter might attract Veterans; a Paladin might attract Knights, a Cleric might attract Priests, Rogues attract Spies, and ossibly an Assassin or Master Thief. Up to 1/4 of elite followers are available to accompany the PC on adventures, while others guard the Stronghold or see to their own affairs.
Regular Followers: Number = (5+CHA mod)xLevel. These are characters of CR 0 to 0.5 who guard the PC's Stronghold, protect their affairs, and in some cases may ight for them. Warrior types typically attract Tribal Warriors or Guards, along with some Scouts and perhaps a few Thugs (torturer, quartermaster, executioner etc). Clerics may attract Commoners, Cultists and some Acolytes. Rogues typically attract mostly Commoners, along with a few Thugs. Regular Followers are best used to take care of the Stronghold and attend to routine affairs such as information gathering and tending to the faithful.
Replacing and Gaining Followers: When the PC raises in level, new followers arrive within 1 month. Lost followers may typically replaced at a rate of 25% per game month, however if losses are due to reckless or indifferent behaviour by the PC they may suffer a penalty on effective Charisma bonus, typically -1 to -5. Likewise a PC with a very good reputation may have a bonus on effective Charisma modifier, typically +1 to +5.
Example: Rothgar is a 10th level Fighter with CHA 12 (+1) who establishes a fortress. He attracts 10+1 = 11 Companion Guard, mostly Veterans, but inluding a Priest. typically 3 of them may accompany him on adventures. He also attracts (5+1=6)x10 =60 Regular Followers to man the fortress, mostly Guards, but including some Scouts, some Thugs, and two Acolytes.
Replacing and Gaining Followers: When the PC raises in level, new followers arrive within 1 month. Lost followers may typically replaced at a rate of 25% per game month, however if losses are due to reckless or indifferent behaviour by the PC they may suffer a penalty on effective Charisma bonus, typically -1 to -5. Likewise a PC with a very good reputation may have a bonus on effective Charisma modifier, typically +1 to +5.
PC Class Typical Elite Followers (MM & VGTM)
Barbarian - Berserker CR 2 MM 344, Veteran CR 3 MM 350
Bard - Bard CR 2 VGTM 211, Swashbuckler CR 3 VGTM 217
Cleric - Priest CR 2 MM 348, Knight CR 3 MM 347
Druid - Druid CR 2 MM 346, Berserker CR 2 MM 344
Fighter - Veteran CR 3 MM 350, Knight CR 3 MM 347
Monk - Martial Arts Adept CR 3 VGTM 216, Priest CR 2 MM 348
Paladin - Knight CR 3 MM 347, Priest CR 2 MM 348
Ranger - Archer CR 3 VGTM 210, Swashbuckler CR 3 VGTM 217
Rogue - Spy CR 1 MM 349, Master Thief CR 5 MM 216
Sorcerer - Veteran CR 3 MM 350, Cult Fanatic CR 2 MM 345
Warlock - Cult Fanatic CR 2 MM 345, Veteran CR 3 MM 350, Warlock of the Archfey CR 4 VGTM 218,
Wizard - Illusionist CR 3 VGTM 214; Veteran CR 3 MM 350
Example: Rothgar is a 10th level Fighter with CHA 12 (+1) who establishes a fortress. He attracts 10+1 = 11 Companion Guard, mostly Veterans, but inluding a Priest. typically 3 of them may accompany him on adventures. He also attracts (5+1=6)x10 =60 Regular Followers to man the fortress, mostly Guards, but including some Scouts, some Thugs, and two Acolytes.
Neverwinter - Phandalin Region |
Phandalin
The frontier town of Phandalin (fan-duh-lin) is built on the ruins of a much older settlement. Hundreds of years ago, the old Phandalin was a thriving human town whose people were firmly allied with the dwarves and gnomes of the Phandelver's Pact. However, the same orc horde that sacked the mines at Wave Echo Cave laid waste to the settlement, and Phandalin was abandoned for centuries.
In the last twenty years (ca 1470 DR+), hardy settlers from the cities of Neverwinter and Waterdeep have begun the hard work of reclaiming the ruins of Phandalin. A bustling frontier settlement has grown up on the site of the old town, and is how now to farmers, woodcutters, fur traders, and prospectors drawn by stories of gold and platinum in the foothills of the Sword Mountains. Unfortunately, more than a few bandits and brigands have settled here as well, taking advantage of the fact that the area has no local lord or authority to chase them off. A gang known as the Redbrands has controlled Phandalin for the past few months, extorting and bullying everyone in town. The gang is led by a mysterious figure known to the townsfolk as Glassstaff.
Locations
Elsa the barmaid, Stonehill Inn |
Stonehill Inn
A modest inn that run by a short, friendly young human male named Toblen Stonehill. Toblen came from Yartar west along the Triboar, seeking the opportunity in prospecting like many others. He soon found that he knew more about running an inn than mining, and so he established the inn.
Locals commonly found here include old farmer Narth, Elsa the gossipy barmaid, Lanar the miner, Trilena Stonehill Toblen's wife, Pip Stonehill the young (9 yrs) son of Toblen & Trilena, and Freda the weaver. Adventurers currently staying here include Anaveth, a Silverstar Priestess of Selune.
Toblen Stonehill |
Trilena Stonehill |
Elmar Barthen |
Barthen's Provisions
The biggest trading post in Phandalin, staying open from sunup to sundown. Run by a lean and balding, middle-aged man with a kindly manner, Elmar Barthen.
Edermath Orchard
An orchard field with a simple cottage of a silver-haired half-elf named Daran Edermath. Daran was a retired marshal in the lands of the Dragon Coast. When he retired, he returned to the Neverwinter region which was his original home.
Lionshield Coster
Linene Graywind |
A weapons and armor supplier owned by the Lionshield Coster. The master of this post is a sharp-minded (and oft sharp-tongued) woman named Linene Graywind. She is unmarried.
Halia Thornton |
Phandalin Miner's Exchange
A trading post where miners have their finds weighed and paid out. The townsmaster's records are kept here. The exchange was run by an ambitious and calculating human woman named Halia Thornton, rumoured to have underworld connections.
Alderleaf Farm
A simple farm run by a wise female halfling named Qelline Alderleaf. She was long-time friends with the druid, Reidoth.
Sister Garaele, Priestess of Tymora |
Shrine of Luck
A small shrine made of stone from the ruins and is Phandalin's only temple, dedicated to Tymora. It is in the care of a zealous young elf and member of the Harpers, Sister Garaele.
The Sleeping Giant
A rundown, dirty, and dangerous watering hole. It is known for being frequented by the bandit group the Redbrands. It is operated by a surly female dwarf named Grista.
Townmaster's Hall
A small building that works as the town's council building. It also houses a small, but serviceable jail in the cellar. It is run by the townsmaster, Harbin Wester.
Tresendar Manor
More of a castle than a manor, it is an ancient building that was abandoned after the orc raids of 951 DR. The cellars have been turned into the hideout of the Redbrands. The cellars once served as a safe haven when the estate was attacked. It also served as a resting place for the deceased members of the Tresendar Family.
Notable People of Phandalin
Harbin Wester, cowardly human Townmaster of Phandalin
Sister Garaele, resident young elf Tymora priestess in Phandalin. Acolyte, level 1 Cleric spells.
Halia Thornton, human Mistress of the Miner's Exchange
Daran Edermath, Retired half-elf Adventurer
Linene Graywind, human owner of the Lionshield Coster
Mirna Dendrar, local human woman, survivor of the disaster that ruined Thundertree. Missing.
Qelline Alderleaf, a Halfling farmer of the town.
Anaveth of Waterdeep, adventuring half-elf Silverstar of Selune seeking the Palace of the Silver Princess. Priest, level 3 Cleric spells.
Glasstaff, leader of the Redbrand Ruffians at Tresendar Manor. Believed to be a wizard.
Anaveth, half-elf Silverstar Priestess of Selune |
Harbin Wester |
Glasstaff, leader of the Redbrands 'adventurers'. |
Major Factions of the Heartlands
Harpers – A scattered network of spellcasters and spies who advocate equality and covertly oppose the abuse of power. The organization is benevolent, knowledgeable, and secretive.
Order of the Gauntlet – Composed of faithful and vigilant seekers of justice who protect others from the depredations of evildoers. The organization is honorable, vigilant, and zealous.
Emerald Enclave – A widespread group of wilderness survivalists who preserve the natural order while rooting out unnatural threats. The organization is decentralized, hardy, and reclusive.
Lord’s Alliance – A loose coalition of established political powers concerned with mutual security and prosperity. The organization is aggressive, militant, and political.
Zhentarim – An unscrupulous shadow network that seeks to expand its influence and power throughout Faerûn. The organization is ambitious, opportunistic, and meritocratic.
Magic Items available in Neverwinter
Adapted from XGTE page 126, locating an item (other than a Potion of Healing) typically takes most of a Tenday (about 7 days),, plus a successful Charisma (Persuasion) check. It may be combined with a Long Rest.
Every 100gp spent on the search gives +1 to the check, to a maximum of +10 for 1000gp.
Common Items (DC 10)
Cloak of Billowing - 300gp
Uncommon Items (DC 15)
Gloves of Swimming and Climbing - 1500gp
Goggles of Night - 1500gp
Wand of Magic Detection - 1500gp
+1 Shield - 1500gp
+1 Weapon - 1500gp
Bag of Holding - 2000gpCloak of Protection - 2000gp
Ring of Mind Shielding - 2000gp
Ring of Swimming - 2000gp
Ring of Warmth - 2000gp
Wand of the War Mage, +1 - 2000gp
Rare Items (DC 20)
+1 Studded Leather armour - 6000gp
Ring of Protection - 6000gp
+1 Half Plate armour - 6500gp+1 Banded Mail - 7000gp
+1 Full Plate armour - 7500gp
+2 Shield - 7500gp
+2 Weapon - 7500gp
Bracers of Defence - 8000gp
Ring of X-Ray Vision - 8000gp
Wand of the War Mage, +2 - 8000gp
Potions & Consumables
Always Available
Potion of Healing - 50gp
Common Items (DC 10)
Perfume of Bewitchment - 50gp
Potion of Climbing - 50gp
Uncommon Items (DC 15)
Potion of Animal Friendship - 300gpPotion of Greater Healing - 300gp
Potion of Water Breathing - 300gp
Potion of Growth - 300gp
Potion of Hill Giant Strength - 300gp
Keoghtom’s Ointment (per dose) - 300gp
Rare Items (DC 20)
Potion of Superior Healing - 1500gp
Spell Scroll
Common (DC 10)
cantrip 25gp
level 1 75gp
Uncommon (DC 15)
level 2 150gp
level 3 300gp
Rare (DC 20)
level 4 500gp
level 5 1000gp
House Rules - COMBAT
The following use up half a character's movement:
1. Standing from prone (as per RAW)
2. Mounting or dismounting a mount (as per RAW)
3. Picking up an object from the floor and standing back up
3. Drawing back a bow, or loading a crossbow
3. Picking up an object from the floor and standing back up
The following incur opportunity attacks if done adjacent to enemy:
1. Standing from prone
2. Picking up an object (such as a dropped weapon) from the floor and standing back up1. Standing from prone
3. Drawing back a bow, or loading a crossbow
Grappled Casting: A character who is grappling another may use their Reaction to attempt to disrupt a spell cast by the one grappled. Roll an Athletics check for the grappler. The one who attempts to cast a spell while Grappled must then make a concentration check CON save at DC = the Athletics check result, or else lose the spell. If Grappled & Prone, the save is with Disadvantage.
Classes
Rogues may Sneak Attack with any light melee weapon, eg a sap or hand axe.
Rogues may Sneak Attack with any light melee weapon, eg a sap or hand axe.