Welcome to Evergreen Hollow, an enchanted elven village, deep in the Darkwood Forest.
In this campaign, players can roleplay in town as much as they want. You can roleplay your characters as they interact with other player's characters as well as with the NPCs. As a player, feel free to roleplay as any of the NPCs and even request new NPCs if needed. PM me if you need my services as NPC, for questions, to add new encounters or locations, etc.
Choose an Encounter When you're ready, check out our encounter posts #2, #3, #4, choose a table and location and roll a 1d100 to determine which random encounter you will face. Remember, you can always roll and then choose whichever encounter you like. You can also create your own encounter/dungeon/challenge, be creative and I will support you the best that I can. You can either roll on the new DMG 2024 Random Individual Treasure or collect a bounty of 25 cp per XP earned. CR 0-4 (3d6 gp), CR 5-10 (2d8 x10 gp)
Choose your Approach Default Approach: Choose a distance of 30, 35, 40, 50, or 60 feet from your target(s) and roll initiative. Stealth Approach: Roll Stealth to set a DC. Each monster rolls Perception against your DC. Then, roll initiative (surprised means disadvantage) Distance Approach: Roll Perception against the monsters’ Stealth DC (10+Stealth). Choose a range as far as 120 feet. Then, roll initiative. Creative Approach: Come up with something different, and we’ll figure it out!
Roll Initiative Once you've chosen your encounter and your approach, roll initiative for your characters and any monsters.
Be the DM and the Characters In this DMless campaign you are in charge of both your characters and the monsters. This means that you get to choose the monster's motivations and strategies. We encourage fairness and to respect the dice rolls. Some players will roll in the campaign logs and then post to the thread and others will use the forum dice roller. Feel free to choose, remember you are the DM.
Psudo-DM The role of the Pseudo-DM starts with managing the first five posts of this thread. Each of the lead posts will provide a list of rules, new campaign locations, new encounter tables, managing the shops, updating and adding new NPCs, and just trying to keep the town and the entire campaign fresh and engaging.
Party Size Ideally, new players will be encourages to create a single 1st level character and play run this character through a number of encounters and level up to 2nd level. Once you have reached 2nd level, feel free to start a second and third character and party together with these characters. All of these encounters are crafted to work just as well with a party of one as it does with a party of two or three. Have fun with it and let me know if I can help.
PHB 2024 and DMG 2024 Originally, I created this campaign so that I could play 5R with the core rules only. Once players started to come, it quickly became evident that there was a lot of legacy content left out of the 2024, so this campaign is recommended as 2024 rules only but we are open to legacy character options as well.
I love the idea of a DMless campaign and I'm really just happy that I can facilitate a PbP campaign that's open to all new players, that can DM for themselves, test builds, challenge themselves, explore the new 5e Revised rules (PHB 2024), and really think outside the box and stretch the meaning and definition of Play-by-Post.
Campaign Setting
Location: Evergreen Hollow Evergreen Hollow is an enchanted town seamlessly integrated into the ancient trees of the Darkwood Forest. Originally an Elven village, it has since attracted members from all Origin Species. The only requirement to live here is "to practice balance and peace in your heart." Most homes are built into the trees, with rope ladders and pulley systems for access. Others are carved into the hollowed-out stumps of ancient trees, with newer trees growing atop them. Fey creatures also live among the town, adding to its magical charm.
Location: The Grove This inn and tavern is built into the largest tree in the Darkwood. Years ago, the tree became diseased, and to save it, the Elves hollowed out the rot, leaving a massive space that now houses the inn and tavern. The inn has multiple floors and can accommodate over a dozen travelers, while the feasting hall can host around fifty guests.
Character Creation Starting with 0 XP at 1st level PHB 2024 rules (legacy options allowed) 27 Point Buy Starting wealth, add background GP plus class GP or choose packages Crafting rules per PHB 2024, and DMG 2024
Encounters Each encounter with monsters of CR 10 and lower will have a bounty worth 25 cp for each XP earned. You can also choose to roll on the new DMG 2024 Random Individual TreasureCR 0-4 (3d6 gp), CR 5-10 (2d8 x10 gp). Roll for treasure and then take the higher of the two rewards.
Location: The Silverwood Forest This was the first location for DMless encounters. The Silverwood Forest, which lies to the West of the Darkwood Forest. The journey to the Silverwood is a 12-hour trek on foot. While the Darkwood is enchanted and full of fey creatures, the Silverwood is shadowy and filled with illusions. Once an Elven burial ground, it is now home to corrupted and evil creatures. Varnak Ravenwind has placed bounties on undead monster parts and pelts. "I'm making a winter coat." Varnak exclaims. "As for my magic experiments, I can't tell you much, because it's a secret, but the magic that animates undead can be extracted and stored, like a battery."
Location: Darkwood Demon Cave Traveling east of Evergreen Hollow, you may find it difficult to spot a strange crag of jagged rocks. This otherworldly formation is rumored to be a portal to the Abyss, while others believe it leads to the Nine Hells. No one knows for sure, but monsters seem drawn to dark, isolated places like this. Known as the Demon Cave, or sometimes the Devil Cave, it lies just a 12-hour journey by foot.
Location: Deadman's Canyon Heading south will lead you to the King's Road, but it takes nearly three days to reach Sapphire City, and then another two days west to the Capital. This extended travel cuts into merchant profits, so some caravans veer off the King’s Road and through the Badlands. This route takes you through a dangerous gulch known as Deadman’s Canyon, where thieves and bandits are known to lurk. Liam Stonehand has posted bounties on the bodies of outlaws who plague the caravans. He offers his own wagon and two horses to anyone willing to make the two-day journey to Deadman’s Canyon and return with the bodies for a reward.
Location: Darkwood Forest Contrary to the name, the Darkwood is known for large, straight, trees with deep and dark colored wood and bark. It is an enchanted forest, home to all manner of fey creatures, beasts, and magical monsters. While goblins and orcs also live in the Darkwoods, they are tribal and territorial and they live in peace and balance with the elves of Evergreen Hollow. Being the largest forest in the kingdom, when exploring the Darkwoods, one can uncover quite a variety of places and creatures. Roll 1d4 to determine how many hours it takes to track down your quarry. Warden Thorne has placed a bounty on monstrosities in and around town. Bring back the pelt or the carcass for your reward.
1x means one monster 2x means two monsters Px means one monster for each character in your party (not including summons or pets) P+1 means if you have two characters then you face three monsters
Encounter Table 701 (Level 7recommended) 1-20: 1x Oni (2900 XP, 1160 gp) 21-40: 1x Stone Giant (2900 XP, 1160 gp) 41-60: 1x Shield Guardian (2900 XP, 1160 gp) 61-80: 1x Mind Flayer (2900 XP, 1160 gp) 81-100: 1x Young Black Dragon (2900 XP, 1450 gp)
Location: Gray Mountain (Valley) If you travel west from the edge of Silverwood Forest for 2 days, you'll reach the wild plains at the base of the Gray Mountains. This area, is called the Gray Mountain Valley, Gray Vale, or just The Valley. It is home to tribes of giants and creatures not found anywhere else. The summit of the Gray Mountains, shrouded in mystery, is ominously called Death's Spire.
1x means one monster 2x means two monsters Px means one monster for each character in your party (not including summons or pets) P+1 means if you have two characters then you face three monsters
The Necromancer (mini-campaign, DMless) Location: The Silverwood Forest For this mini-campaign, you are encouraged to add one more monster than the number of characters in your party, with the recommended party amount of two characters but also do-able with parties of one. Each encounter is repeatable. It's recommended that you finish each encounter, in order, before the next.
Unearthly moans drifted from the woods, and twisted forms were spotted between the trees at night. Villagers who ventured too close to the forest's edge returned as empty shells—or not at all. Those brave enough to investigate have discovered scattered skeletons and shambling zombies, all bearing strange markings etched into their bones.
Ghouls (Encounter 1) The air grows thick with the stench of rot as you step deeper into the glade. The soil feels soft beneath your feet, as if recently disturbed. Suddenly, you hear a rustling, and before you can react, twisted, hungry figures lurch forward from behind the trees, their claws extended, and eyes glowing with an unnatural hunger.
P+1 ghouls Roll on reward table P+1 times Reward Coin Stash (3d6 gp) or 25 cp per XP Avoid disadvantage initiative, if each character passes: Investigation, Perception, Survival short rest (DC 11), long rest DC 15
Ghasts (Encounter 2) The scent of death grows stronger as you approach an ancient, crumbling bridge spanning a sluggish river. Before you can cross, a sudden chill fills the air, and two foul creatures clamber up from beneath the bridge. Their rotting flesh hangs loosely from their bones, and their mouths open in a silent scream, releasing a wave of nauseating stench that makes your stomach churn.
P+1 ghasts Roll on reward table P+1 times Reward Coin Stash (3d6 gp) or 25 cp per XP Avoid disadvantage initiative, if each character passes: Acrobatics, Athletics, Stealth short rest (DC 11), long rest DC 15
Wights (Encounter 3) Climbing the vine-covered steps of an ancient watchtower, you feel a sense of unease. The air hums with residual magic, and a faint blue glow illuminates the structure's interior. As you step inside, shadows detach from the walls, forming into armored figures with glowing red eyes. Wielding weapons of ancient design, they advance with a silent, malevolent purpose.
P+1 wights Roll on reward table P+1 times Reward Coin Stash (3d6 gp) or 25 cp per XP Next encounter is a solo mini-boss. Feel free to take a long rest, leave the forest, grind some levels, then return
Banshee (Encounter 4) You push through the dense brambles into a small clearing, where the air feels colder and heavy with despair. A soft, sorrowful wail echoes through the trees, sending a chill down your spine. Emerging from the shadows, a ghostly figure appears—a woman with tattered robes and long, flowing hair, her face twisted in eternal anguish. Her mournful cry grows louder, threatening to pierce your very soul.
1x banshees Roll on reward table once Reward Coin Stash (3d6 gp) or 25 cp per XP
Greater Zombies (Encounter 5) As you step into the overgrown cemetery, you notice the ground stirring, dirt shifting as rotting hands break through the surface. Emerging from their graves, towering figures with decayed flesh and glowing eyes rise, their movements slow but filled with unyielding strength. They march forward, driven by an unseen force
Px greater zombies Roll on reward table P times Reward Coin Stash (2d8 x10 gp) or 25 cp per XP If you succeed on a Stealth Check DC 13, then the vampire spawn have disadvantage on their initiative
Vampire Spawns (Encounter 6) The mansion’s grand double doors creak open, revealing a dimly lit hall. As you step inside, the air suddenly chills, and two lithe figures drop from the rafters, landing gracefully on their feet. Their eyes gleam red, and sharp fangs flash as they grin at you. 'You should not have come here,' one whispers, as they prepare to attack.
Px vampire spawns Reward Coin Stash (2d8 x10 gp) or 25 cp per XP If you succeed on a Stealth Check DC 13, then the vampire spawn have disadvantage on their initiative
Giant Skeleton (Encounter 7) You step into a clearing, and the ground trembles beneath your feet. With a deafening crack, the earth splits, and a massive skeletal hand claws its way free. Rising from the dirt, a giant skeleton towers over you, wielding a massive, rusted sword in one hand. It stares down with empty, hollow eyes, ready to crush anything in its path.
1x giant skeleton Reward Coin Stash (2d8 x10 gp) or 25 cp per XP If you succeed on a Stealth Check DC 13, then the giant skeleton has disadvantage on it's initiative
Skeletal Knight Encounter 8 As you approach the stone steps leading to the ruins, a figure in ornate armor steps forward. Though no flesh clings to its bones, it moves with an eerie grace, drawing a sword that gleams with an unnatural light. It raises its visor, revealing nothing but darkness within, and points its blade toward you, issuing a silent challenge.
1x skeletal knight Reward Coin Stash (2d8 x10 gp) or 25 cp per XP
Nadal the Necromancer (Encounter 9, Final Encounter) You push open the great doors to the final chamber, and the temperature drops suddenly. The room pulses with a sickly green light, emanating from a swirling portal at its center. Standing before it is Nadal, his eyes glowing with dark energy. 'You’re too late,' he sneers, lifting his staff. 'I have mastered the secrets of death, and now, you will serve me as my eternal thralls!' With a flick of his wrist, skeletal hands burst from the ground, and the room fills with the undead.
Warden Thorne: A human with wild, fiery red hair and a full beard. He’s been the town's sole lawkeeper for years, but there's little need for his services, as most townsfolk settle disputes on their own.
Evelyn Silvermoon: An Elf who runs Evelyn's Magic Shop which is also the town store. She collects magic items and manages the goods that keep the town running. Whenever a caravan passes through, she trades for something unique. Her shop sells everything in the PHB 2024 but also a few random magic items.
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Sells everything in the PHB 2024. Including Silvered Weapons (100 gp) Sells everything in the DMG 2024. Pricing based on Magic Item Rarities and Values
Liam Stonehand: The grumpy Dwarf tavern keeper of The Grove, an inn and tavern at the heart of Evergreen Hollow. The tavern is built into one of the largest ancient trees in the Darkwood. Liam tolerates the Elvish lifestyle only because he is bound to maintain the tavern until its rightful owner returns from a long Elven vacation.
Varnak Ravenwind:The bitter old Elf Wizard (Level 5), likely too old to continue the magic and research he stubbornly practices every day. He prefers to live in a remote part of town, residing in one of the tallest treehouses in Evergreen Hollow. It takes nearly 10 minutes to ascend the pulley and basket system to reach his home. Known as "Varnak the Cranky," has posted bounty's at the tavern. He will pay gold for monster parts that he uses in his arcane experiments. Varnak is curious and will often follow first-time adventurers into the Silverwood Forest. If you start rolling death saves in a non-challenge table, in the Silverwood, Varnak will come to your aid with his wand of magic missiles as a one time rescue. You must split XP with Varnak for any monster's he defeats.
Syrah Diavo: Driven by a desire to understand the dark powers of natural portals and rifts, Syrah has settled in Evergreen Hollow to study the Demon Cave. This unique rock formation is believed to have pierced the fabric of our realm. Venturing deep enough into the cave could potentially lead to one of the Nine Hells or even the Abyss. Fortunately, over time, the rift has constricted, making the passageways between realms narrow and difficult to traverse. However, that hasn’t stopped lesser demons, devils, and other unnatural abominations from slipping into our world. Syrah has placed bounties on any such creatures found emerging from this dangerous cave.
Shops
Evelyn's Town Store
Sells everything in the PHB 2024. Including Silvered Weapons (100 gp) Sells everything in the DMG 2024. Pricing based on Magic Item Rarities and Values
Cor Lethynnil's Shop
Cantrips - 30gp (All Cantrips available on request)
Charm Person (50 gp) Cor Lethynnil accepts no liability in usage
Ranger (Perception, Investigation, Insight, Club Slow, Rapier Vex)
Guide (Stealth, Survival, Cartographer's Tools, Magic Initiate Druid, Dex +1, Con +1, Wis +1, Human Magic Initiate Wizard)
Magic Item Table A, 55
Magic Item Table F, 43
Encounter Table 101, 67
Innotesco or Tesco for short is a human guide who wanders the wilderness looking for magic in nature. He is fascinated by the woods and loves animals and people alike. He's spent time studying to be a Druid and also a Wizard but feels more comfortable with martial weapons and armor.
Show me a photo of Innotesco is a Human Ranger with a friendly face, he has a shield and leathers and dabbles in Wizardry and Druidc spells, Close up face of Innotesco
Tesco has been traveling for many days in the Darkwood Forest before he comes upon the cheerful town of Evergreen Hollow. He wastes no time and heads straight to the inn to secure a modest room for 5 days (25 sp), and a bath. After he has relaxed and finds his appetite, he heads down to the feast hall and orders a modest meal (1 sp) and listens to some elven bards. He tips the bards (1 sp) and retires to his room. Pulling out some supplies, using his skill in arcana, he scribes a scroll of cure wounds (25 gp) before heading off to bed. In the morning he scribes a scroll of healing word (25 gp) and then eats a large lunch (2 sp). Spent 50 gp, 29 sp
Looking in his coin purse he sees that he's terribly low on funds so he heads over to the quest board. Someone has put a bounty on skeletons in the Silverwood at 10 gp a head so he leaves town in search of the Silverwood Forest.
It takes him all day to get there and it's now late at night. So he uses survival to make a campsite and eats a ration before going to bed. Casts guidance on himself and then uses survival 20
In the morning, he covers the coals with sod and enters the Silverwood by light of sunrise.
Selecting a Stealth Approach, he sets the DC at 15vs two perception rolls of 17, 17
Against the odds, Tesco goes first. (Using 2024 Skeleton Stats from PHB 2024, AC 13, HP 13, init +3)
Round 1 Tesco uses a bonus action to cast shillelagh on his club, then moves 30 feet to attack SK1 Tesco targets SK1, Shillelagh Attack: 14 Damage: 11 bludgeoning damage.
SK2 aims a shortbow and fires SK2 targets Tesco, shortbow Attack: 21 Damage: 5 bludgeoning damage.
SK1 drops it's shortbow and attacks with shortsword SK1 targets Tesco, shortsword Attack: 8 Damage: 4bludgeoning damage.
SK2 is vulnerable to bludgeoning and so takes 18 damage and dies.
Searching the bodies, Tesco finds 2x shortsword, 2x shortbow, 2x skeleton skulls, and 10x arrows
Tesco returns to Evergreen Hollow proud and happy. He locates the job giver, an grumpy old wizard who lives in a tall tree house, who pays him 20 gp for 2x skeleton skulls.
Then he heads over to Evelyn's Magic Shop to sell the monster gear. 2x shortbows sell for 25 gp and 2x shortswords sell for 10 gp. Evelyn won't buy arrows or other ammunition, so Tesco keeps them for another day.
He returns to his modest room at the inn, which is paid for through the week (3 more nights)
This post has potentially manipulated dice roll results.
Varnak the Cranky has requested a black bear carcass, both for making fur clothing and because he enjoys the taste of the meat. He has provided a wheelbarrow for anyone willing to take on the quest. When asking around town, most people agree that black bears rarely live in the Darkwoods, preferring non-enchanted areas where they are the top of the food chain. One patron at The Grove mentioned that black bears can be found near the Demon Cave, about half a day's journey east of town. Although the name sounds ominous, he assured Tesco that it's all just rumors.
Without delay, Tesco accepts the quest and borrows the wheelbarrow and heads east on his quest to hunt a black bear. After 12 hours of pushing the cart and 1 ration later, Tesco stands in front of the ominous Demon Cave.
Tesco casts guidance on himself and then checks for bear tracks using survival 15
Tesco also attempts a stealth approach, setting the Stealth DC 24 vs Black Bear Perception 14
This post has potentially manipulated dice roll results.
Success on the stealth approach grants Tesco a surprise round. He chooses the default distance of 30 feet, losing initiative means that the black bear will immediately act after the surprise.
Round 0 (surprise round) Tesco spots the black bear and sneaks up on it, casting shillelagh on his club Tesco targets BB1, shillelagh Attack: 10 Damage: 7 force damage.
Round 1 black bear BB1 will multiattack Tesco with two rend attacks BB1 targets Tesco, rend 1 Attack: 21 Damage: 6 slashing damage. BB1 targets Tesco, rend 2 Attack: 5 Damage: 8 slashing damage.
Tesco will casts [Tooltip Not Found] on the black bear, from a favored enemy slot, Tesco targets BB1, shillelagh Attack: 12 Damage: 10 force damage.
Tesco uses a reaction to cast shield from a Magic Initiate Wizard daily slot. AC 17 becomes AC 22
Tesco targets BB1, shillelagh Attack: 12 Damage: 10 force damage.
Tesco manages to hit BB1 for 10 force damage. BB1 (9/19)
Round 2 black bear BB1 will multiattack Tesco with two rend attacks BB1 targets Tesco, rend 1 Attack: 23 Damage: 5 slashing damage. BB1 targets Tesco, rend 2 Attack: 13 Damage: Unable to parse dice roll. slashing damage.
Tesco concentrates on hunter's mark Tesco targets BB1, shillelagh Attack: 13 Damage: 11 force damage.
With great effort Tesco is finally able to hoist the black bear carcass into the large wooden wheelbarrow, in time for the long trip home.
He returns early in the morning, as the sun is rising. Varnak is there waiting and cackles as unseen servants push the cart beside the grumpy old wizard.
Tesco is exhausted and pays Liam the Inn Keeper for 5 more nights to keep his room and he promptly falls asleep. (25 sp, 6 more nights remaining)
New Players bring new items to the shop. One random item from Table A and one random item from Table F. I'm adding 2x potions of healing for each player as well.
5R have plenty of crafting options, including brewing potions and scribing scrolls. If you want to make some money crafting, feel free to do so. I think the Origin Feat Artisan is ideal for this.
Varnak Ravenwind: The bitter old elf wizard, likely too old to continue the magic and research he stubbornly practices every day. He prefers to live in a remote part of town, residing in one of the tallest treehouses in Evergreen Hollow. It takes nearly 10 minutes to ascend the pulley and basket system to reach his home. Known as "Varnak the Cranky," has posted bounty's at the tavern. He will pay gold for monster parts that he uses in his arcane experiments.
I've added the primary quest giver. A retired wizard named Varnak the Crank!
In general he places a gold piece bounty at 1/5th the XP value of each monster. Each table should have one or two bounty's doubled, to indicate if parts are rare or valuable.
Location: Darkwood Demon Cave Traveling east of Evergreen Hollow, you may find it difficult to spot a strange crag of jagged rocks. This otherworldly formation is rumored to be a portal to the Abyss, while others believe it leads to the Nine Hells. No one knows for sure, but monsters seem drawn to dark, isolated places like this. Known as the Demon Cave, or sometimes the Devil Cave, it lies just a 12-hour journey by foot.
Just added a new location. East of town you can enter the Demon Cave. In keeping with the PHB 2024 (playtest), I've included monsters from the PHB 2024. The next encounter round will definitely break this pattern.
Leif has travelled days in the Darkwood Forest, finally arriving at the clandestine town of Evergreen Hollow. He heads to the inn and secures a modest room for 5 days (25 sp). After getting settled in he orders a modest meal (1 sp) and retreats to his room. Using some supplies, and his skill in arcana, he scribes a scroll of mage armor (25 gp) before heading off to bed. Morning routines and then a large lunch (2 sp). Spent 25 gp, 28sp
Assessing his coin purse he realizes he's low on funds so he heads over to the quest board. There is a bounty on skeletons in the Silverwood at 10 gp a head so he goes out of town to explore the Silverwood Forest.
It takes him a day to get there and now the sun has set. So he uses survival to make camp before going to bed. He casts mending on his clothing and then uses survival 3.
Awakening, he buries the coals with soil and enters the Silverwood forest by the dawn’s early light.
Selecting a Stealth Approach, he sets the DC at 14 vs two perception rolls of 1 and 8.
Welcome to Evergreen Hollow, an enchanted elven village, deep in the Darkwood Forest.
In this campaign, players can roleplay in town as much as they want. You can roleplay your characters as they interact with other player's characters as well as with the NPCs. As a player, feel free to roleplay as any of the NPCs and even request new NPCs if needed. PM me if you need my services as NPC, for questions, to add new encounters or locations, etc.
Choose an Encounter
When you're ready, check out our encounter posts #2, #3, #4, choose a table and location and roll a 1d100 to determine which random encounter you will face. Remember, you can always roll and then choose whichever encounter you like. You can also create your own encounter/dungeon/challenge, be creative and I will support you the best that I can. You can either roll on the new DMG 2024 Random Individual Treasure or collect a bounty of 25 cp per XP earned. CR 0-4 (3d6 gp), CR 5-10 (2d8 x10 gp)
Choose your Approach
Default Approach: Choose a distance of 30, 35, 40, 50, or 60 feet from your target(s) and roll initiative.
Stealth Approach: Roll Stealth to set a DC. Each monster rolls Perception against your DC. Then, roll initiative (surprised means disadvantage)
Distance Approach: Roll Perception against the monsters’ Stealth DC (10+Stealth). Choose a range as far as 120 feet. Then, roll initiative.
Creative Approach: Come up with something different, and we’ll figure it out!
Roll Initiative
Once you've chosen your encounter and your approach, roll initiative for your characters and any monsters.
Be the DM and the Characters
In this DMless campaign you are in charge of both your characters and the monsters. This means that you get to choose the monster's motivations and strategies. We encourage fairness and to respect the dice rolls. Some players will roll in the campaign logs and then post to the thread and others will use the forum dice roller. Feel free to choose, remember you are the DM.
Psudo-DM
The role of the Pseudo-DM starts with managing the first five posts of this thread. Each of the lead posts will provide a list of rules, new campaign locations, new encounter tables, managing the shops, updating and adding new NPCs, and just trying to keep the town and the entire campaign fresh and engaging.
Party Size
Ideally, new players will be encourages to create a single 1st level character and play run this character through a number of encounters and level up to 2nd level. Once you have reached 2nd level, feel free to start a second and third character and party together with these characters. All of these encounters are crafted to work just as well with a party of one as it does with a party of two or three. Have fun with it and let me know if I can help.
PHB 2024 and DMG 2024
Originally, I created this campaign so that I could play 5R with the core rules only. Once players started to come, it quickly became evident that there was a lot of legacy content left out of the 2024, so this campaign is recommended as 2024 rules only but we are open to legacy character options as well.
I love the idea of a DMless campaign and I'm really just happy that I can facilitate a PbP campaign that's open to all new players, that can DM for themselves, test builds, challenge themselves, explore the new 5e Revised rules (PHB 2024), and really think outside the box and stretch the meaning and definition of Play-by-Post.
Campaign Setting
Location: Evergreen Hollow
Evergreen Hollow is an enchanted town seamlessly integrated into the ancient trees of the Darkwood Forest. Originally an Elven village, it has since attracted members from all Origin Species. The only requirement to live here is "to practice balance and peace in your heart." Most homes are built into the trees, with rope ladders and pulley systems for access. Others are carved into the hollowed-out stumps of ancient trees, with newer trees growing atop them. Fey creatures also live among the town, adding to its magical charm.
Location: The Grove
This inn and tavern is built into the largest tree in the Darkwood. Years ago, the tree became diseased, and to save it, the Elves hollowed out the rot, leaving a massive space that now houses the inn and tavern. The inn has multiple floors and can accommodate over a dozen travelers, while the feasting hall can host around fifty guests.
Character Creation
Starting with 0 XP at 1st level
PHB 2024 rules (legacy options allowed)
27 Point Buy
Starting wealth, add background GP plus class GP or choose packages
Crafting rules per PHB 2024, and DMG 2024
Posting
You can find an example first post here post #6
For your first post, please include the following information about your character:
Optional: Send me a DALE Image AI prompt so I can post a photo of your character.
Join our campaign with this open join link: https://www.dndbeyond.com/campaigns/join/5905282245264576
Reference for past DMless campaigns: https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/129296-interest-check-dmless-adventure
Good luck and happy rolling!
Encounters
Each encounter with monsters of CR 10 and lower will have a bounty worth 25 cp for each XP earned. You can also choose to roll on the new DMG 2024 Random Individual Treasure CR 0-4 (3d6 gp), CR 5-10 (2d8 x10 gp). Roll for treasure and then take the higher of the two rewards.
(Level 1 recommended)
1-20: Skeleton CR 1/4 (50 XP)
21-40: Skeleton CR 1/4 (50 XP)
41-60: Zombie CR 1/4 (50 XP)
61-85: Wolf CR 1/4 (50 XP)
81-100: Dire Wolf CR 1 (200 XP)
(Level 1 recommended)
1-20: Evil Warhorse CR 1/2 (100 XP)
21-40: Black Bear CR 1/2 (100 XP)
41-60: Brown Bear CR 1 (200 XP)
61-85: Giant Spider CR 1 (200 XP)
81-100: Dire Wolf CR 1 (200 XP)
(Level 1 recommended)
1-20: Mastiff CR 1/8 (25 XP)
21-40: Giant Weasel CR 1/8 (25 XP)
41-60: Venomous Snake CR 1/8 (25 XP)
61-80: Boar CR 1/4 (50 XP)
81-100: Panther CR 1/4 (50 XP)
Location: The Silverwood Forest
This was the first location for DMless encounters. The Silverwood Forest, which lies to the West of the Darkwood Forest. The journey to the Silverwood is a 12-hour trek on foot. While the Darkwood is enchanted and full of fey creatures, the Silverwood is shadowy and filled with illusions. Once an Elven burial ground, it is now home to corrupted and evil creatures. Varnak Ravenwind has placed bounties on undead monster parts and pelts. "I'm making a winter coat." Varnak exclaims. "As for my magic experiments, I can't tell you much, because it's a secret, but the magic that animates undead can be extracted and stored, like a battery."
Encounter Table 102
(Level 1 recommended)
1-20: Slaad Tadpole CR 1/8 (25 XP)
21-40: Pseudodragon CR 1/4 (50 XP)
41-60: Black Bear CR 1/2 (100 XP)
61-80: Brown Bear CR 1 (200 XP)
81-100: cave bear CR 2 (450 XP)
Encounter Table 203
(Level 2 recommended)
1-20: maw demon CR 1 (200 XP)
21-40: Vargouille CR 1 (200 XP)
41-60: Imp CR 1 (200 XP)
61-80: Quasit CR 1 (200 XP)
81-90: 1x sewer king (450 XP, 225 gp)
91-10: 1x rutterkin (450 XP, 225 gp)
(Level 3 recommended)
1-20: 1x Bearded Devil (700 XP, 350 gp)
21-40: 1x Bulezau (700 XP, 350 gp)
41-60: 1x Hell Hound (700 XP, 350 gp)
61-80: 1x Nightmare (700 XP, 350 gp)
81-100: 1x Spined Devil (450 XP, 225 gp)
(Level 5 recommended)
1-20: 1x Air Elemental (1800 XP, 720 gp)
21-40: 1x Barbed Devil (1800 XP, 720 gp)
41-60: 1x Barlgura (1800 XP, 720 gp)
61-80: 1x Hellwasp (1800 XP, 720 gp)
81-100: 1x Half-Red Dragon Veteran (1800 XP, 900 gp)
Location: Darkwood Demon Cave
Traveling east of Evergreen Hollow, you may find it difficult to spot a strange crag of jagged rocks. This otherworldly formation is rumored to be a portal to the Abyss, while others believe it leads to the Nine Hells. No one knows for sure, but monsters seem drawn to dark, isolated places like this. Known as the Demon Cave, or sometimes the Devil Cave, it lies just a 12-hour journey by foot.
(Level 2 recommended)
1-10: 4x Bandit (100 XP, 30 gp)
11-20: 1x Scout (100 XP, 30 gp)
21-30: 4x Goblin (200 XP, 60 gp)
31-70: 2x Hobgoblin (200 XP, 60 gp)
71-80: 2x Scout (200 XP, 60 gp)
81-100: 1x Spy (200 XP, 60 gp)
(Challenge Level 2)
1-20: 4x Scout (400 XP, 130 gp)
21-80: 2x Spy (400 XP, 130 gp)
81-100: 1x Bandit Captain (450 XP, 150 gp)
(Level 3 recommended)
1-20: 2x Cult Fanatic (900 XP, 300 gp)
21-40: 1x Archer (700 XP, 230 gp)
41-60: 1x Knight (700 XP, 230 gp)
61-80: 1x Veteran (700 XP, 230 gp)
81-100: 4x Thug (400XP, 130 gp)
Location: Deadman's Canyon
Heading south will lead you to the King's Road, but it takes nearly three days to reach Sapphire City, and then another two days west to the Capital. This extended travel cuts into merchant profits, so some caravans veer off the King’s Road and through the Badlands. This route takes you through a dangerous gulch known as Deadman’s Canyon, where thieves and bandits are known to lurk. Liam Stonehand has posted bounties on the bodies of outlaws who plague the caravans. He offers his own wagon and two horses to anyone willing to make the two-day journey to Deadman’s Canyon and return with the bodies for a reward.
(Level 3 recommended)
1-20: 1x Basilisk (700 XP, 175 gp)
21-40: 1x Displacer Beast (700 XP, 175 gp)
41-60: 1x Manticore (700 XP, 175 gp)
61-80: 1x Hook Horror (700 XP, 175 gp)
81-100: 1x Owlbear (700 XP, 175 gp)
(Level 3 recommended)
1-20: 1x Ankheg (450 XP, 110 gp)
21-40: 1x Carrion Crawler (450 XP, 110 gp)
41-60: 1x Ettercap (450 XP, 110 gp)
61-80: 1x Grick (450 XP, 110 gp)
81-100: 1x Peryton (450 XP, 110 gp)
(Level 2 recommended)
1-20: 1x Goblin (50 XP, 20 gp)
21-40: 2x Goblins (100 XP, 40 gp)
41-60: 1x Orc (100 XP, 40 gp)
61-80: 2x Orcs (200 XP, 80 gp)
81-100: 1x Orog (450 XP, 180 gp)
Location: Darkwood Forest
Contrary to the name, the Darkwood is known for large, straight, trees with deep and dark colored wood and bark. It is an enchanted forest, home to all manner of fey creatures, beasts, and magical monsters. While goblins and orcs also live in the Darkwoods, they are tribal and territorial and they live in peace and balance with the elves of Evergreen Hollow. Being the largest forest in the kingdom, when exploring the Darkwoods, one can uncover quite a variety of places and creatures. Roll 1d4 to determine how many hours it takes to track down your quarry. Warden Thorne has placed a bounty on monstrosities in and around town. Bring back the pelt or the carcass for your reward.
Encounters (continued)
1x means one monster
2x means two monsters
Px means one monster for each character in your party (not including summons or pets)
P+1 means if you have two characters then you face three monsters
(Level 4 recommended)
1-20: 1x Ettin (1100 XP, 220 gp)
21-40: 1x Ogre Battering Ram (1100 XP, 220 gp)
41-60: 1x Demogorgon (Monstrosity) (1100 XP, 220 gp)
61-80: 1x Wereboar (1100 XP, 220 gp)
81-100: 1x Red Dragon Wyrmling (1100 XP, 500 gp)
(Level 5 recommended)
1-20: 1x Hill Giant (1800XP, 720gp)
21-40: 1x Earth Elemental (1800 XP, 720 gp)
41-60: 1x Bulette (1800 XP, 720 gp)
61-80: 1x Werebear (1800 XP, 720 gp)
81-100: 1x Troll (1800 XP, 720 gp)
(Level 6 recommended)
1-20: 1x Chimera (2300 XP, 920 gp)
21-40: 1x Cyclops (2300 XP, 920 gp)
41-60: 1x Mage (2300 XP, 920 gp)
61-80: 1x Mammoth (2300 XP, 920 gp)
81-100: 1x Young White Dragon (2300 XP, 1150 gp)
(Level 7recommended)
1-20: 1x Oni (2900 XP, 1160 gp)
21-40: 1x Stone Giant (2900 XP, 1160 gp)
41-60: 1x Shield Guardian (2900 XP, 1160 gp)
61-80: 1x Mind Flayer (2900 XP, 1160 gp)
81-100: 1x Young Black Dragon (2900 XP, 1450 gp)
Location: Gray Mountain (Valley)
If you travel west from the edge of Silverwood Forest for 2 days, you'll reach the wild plains at the base of the Gray Mountains. This area, is called the Gray Mountain Valley, Gray Vale, or just The Valley. It is home to tribes of giants and creatures not found anywhere else. The summit of the Gray Mountains, shrouded in mystery, is ominously called Death's Spire.
The Necromancer (mini-campaign, DMless)
1x means one monster
2x means two monsters
Px means one monster for each character in your party (not including summons or pets)
P+1 means if you have two characters then you face three monsters
The Necromancer (mini-campaign, DMless)
Location: The Silverwood Forest
For this mini-campaign, you are encouraged to add one more monster than the number of characters in your party, with the recommended party amount of two characters but also do-able with parties of one. Each encounter is repeatable. It's recommended that you finish each encounter, in order, before the next.
Unearthly moans drifted from the woods, and twisted forms were spotted between the trees at night. Villagers who ventured too close to the forest's edge returned as empty shells—or not at all. Those brave enough to investigate have discovered scattered skeletons and shambling zombies, all bearing strange markings etched into their bones.
The air grows thick with the stench of rot as you step deeper into the glade. The soil feels soft beneath your feet, as if recently disturbed. Suddenly, you hear a rustling, and before you can react, twisted, hungry figures lurch forward from behind the trees, their claws extended, and eyes glowing with an unnatural hunger.
Roll on reward table P+1 times
Reward Coin Stash (3d6 gp) or 25 cp per XP
Avoid disadvantage initiative, if each character passes:
Investigation, Perception, Survival
short rest (DC 11), long rest DC 15
The scent of death grows stronger as you approach an ancient, crumbling bridge spanning a sluggish river. Before you can cross, a sudden chill fills the air, and two foul creatures clamber up from beneath the bridge. Their rotting flesh hangs loosely from their bones, and their mouths open in a silent scream, releasing a wave of nauseating stench that makes your stomach churn.
Roll on reward table P+1 times
Reward Coin Stash (3d6 gp) or 25 cp per XP
Avoid disadvantage initiative, if each character passes:
Acrobatics, Athletics, Stealth
short rest (DC 11), long rest DC 15
Climbing the vine-covered steps of an ancient watchtower, you feel a sense of unease. The air hums with residual magic, and a faint blue glow illuminates the structure's interior. As you step inside, shadows detach from the walls, forming into armored figures with glowing red eyes. Wielding weapons of ancient design, they advance with a silent, malevolent purpose.
Roll on reward table P+1 times
Reward Coin Stash (3d6 gp) or 25 cp per XP
Next encounter is a solo mini-boss. Feel free to take a long rest, leave the forest, grind some levels, then return
You push through the dense brambles into a small clearing, where the air feels colder and heavy with despair. A soft, sorrowful wail echoes through the trees, sending a chill down your spine. Emerging from the shadows, a ghostly figure appears—a woman with tattered robes and long, flowing hair, her face twisted in eternal anguish. Her mournful cry grows louder, threatening to pierce your very soul.
Roll on reward table once
Reward Coin Stash (3d6 gp) or 25 cp per XP
As you step into the overgrown cemetery, you notice the ground stirring, dirt shifting as rotting hands break through the surface. Emerging from their graves, towering figures with decayed flesh and glowing eyes rise, their movements slow but filled with unyielding strength. They march forward, driven by an unseen force
Roll on reward table P times
Reward Coin Stash (2d8 x10 gp) or 25 cp per XP
If you succeed on a Stealth Check DC 13, then the vampire spawn have disadvantage on their initiative
The mansion’s grand double doors creak open, revealing a dimly lit hall. As you step inside, the air suddenly chills, and two lithe figures drop from the rafters, landing gracefully on their feet. Their eyes gleam red, and sharp fangs flash as they grin at you. 'You should not have come here,' one whispers, as they prepare to attack.
Reward Coin Stash (2d8 x10 gp) or 25 cp per XP
If you succeed on a Stealth Check DC 13, then the vampire spawn have disadvantage on their initiative
You step into a clearing, and the ground trembles beneath your feet. With a deafening crack, the earth splits, and a massive skeletal hand claws its way free. Rising from the dirt, a giant skeleton towers over you, wielding a massive, rusted sword in one hand. It stares down with empty, hollow eyes, ready to crush anything in its path.
Reward Coin Stash (2d8 x10 gp) or 25 cp per XP
If you succeed on a Stealth Check DC 13, then the giant skeleton has disadvantage on it's initiative
As you approach the stone steps leading to the ruins, a figure in ornate armor steps forward. Though no flesh clings to its bones, it moves with an eerie grace, drawing a sword that gleams with an unnatural light. It raises its visor, revealing nothing but darkness within, and points its blade toward you, issuing a silent challenge.
Reward Coin Stash (2d8 x10 gp) or 25 cp per XP
You push open the great doors to the final chamber, and the temperature drops suddenly. The room pulses with a sickly green light, emanating from a swirling portal at its center. Standing before it is Nadal, his eyes glowing with dark energy. 'You’re too late,' he sneers, lifting his staff. 'I have mastered the secrets of death, and now, you will serve me as my eternal thralls!' With a flick of his wrist, skeletal hands burst from the ground, and the room fills with the undead.
1x necromancer
Roll on the Random Treasure Hoard CR 5-10 for gold
Roll just once on the Uncommon Arcana Random Magic Items
For each encounters 1-4, Roll on Random Individual Treasure CR 0-4 (DMG 2024) or take 25 cp per XP earned
For encounters 5-10, Roll on Random Individual Treasure CR 5-10 or take 25 cp per XP earned
For the final encounter 9, Roll on the Random Treasure Hoard CR 5-10 for gold and Roll just once on the Uncommon Arcana Random Magic Items
List of NPC's:
Sells everything in the DMG 2024. Pricing based on Magic Item Rarities and Values
Shops
Including Silvered Weapons (100 gp)
Sells everything in the DMG 2024.
Pricing based on Magic Item Rarities and Values
(All Cantrips available on request)
Charm Person (50 gp)
Cor Lethynnil accepts no liability in usage
Ceremony (50 gp)
Comprehend Languages (50 gp)
Command (50 gp)
Detect Magic (50 gp)
Detect Poison and Disease (50 gp)
Find Familiar (50 gp)
Illusory Script (50 gp)
Purify Food and Drink (50 gp)
Speak With Animals (50 gp)
Tenser's Floating Disk (50 gp)
Unseen Servant (50 gp)
Witch Bolt (50 gp)
L1 scroll of Chromatic Orb (50 gp)
L1 scroll of Magic Missile (50 gp)
L2 scroll of Burning Hands (150 gp)
L2 scroll of Scorching Ray (150 gp)
L2 scroll of Shatter (150 gp)
L3 scroll of Animate Dead (TBD gp)
L3 scroll of Fireball (TBD gp)
L3 scroll of Protection from Energy (TBD gp)
L3 scroll of Sending (TBD gp)
L4 scroll of Blight (TBD gp)
L4 scroll of Evard's Black Tentacles (TBD gp)
L4 scroll of Sickening Radiance (TBD gp)
clockwork amulet
silvered weapon
wand of the war mage, +1
weapon of warning
shield, +1
mithral armor
gauntlets of ogre power
eyes of charming
driftglobe
Armor, +1
weapon, +2
shield, +2
Wand of the War Mage, +2
Common Consumables (50 gp)
potion of healing
potion of climbing
potion of fire resistance
potion of healing (greater)
Rare Consumables (2,000 gp)
potion of heroism
potion of healing (superior)
https://www.dndbeyond.com/characters/132234415
Tesco has been traveling for many days in the Darkwood Forest before he comes upon the cheerful town of Evergreen Hollow. He wastes no time and heads straight to the inn to secure a modest room for 5 days (25 sp), and a bath. After he has relaxed and finds his appetite, he heads down to the feast hall and orders a modest meal (1 sp) and listens to some elven bards. He tips the bards (1 sp) and retires to his room. Pulling out some supplies, using his skill in arcana, he scribes a scroll of cure wounds (25 gp) before heading off to bed. In the morning he scribes a scroll of healing word (25 gp) and then eats a large lunch (2 sp). Spent 50 gp, 29 sp
Looking in his coin purse he sees that he's terribly low on funds so he heads over to the quest board. Someone has put a bounty on skeletons in the Silverwood at 10 gp a head so he leaves town in search of the Silverwood Forest.
It takes him all day to get there and it's now late at night. So he uses survival to make a campsite and eats a ration before going to bed. Casts guidance on himself and then uses survival 20
In the morning, he covers the coals with sod and enters the Silverwood by light of sunrise.
Selecting a Stealth Approach, he sets the DC at 15 vs two perception rolls of 17, 17
Stealth failed so default distance of 30 feet
Tesco init 20
skeleton SK1 init 4
skeleton SK2 init 10
Against the odds, Tesco goes first. (Using 2024 Skeleton Stats from PHB 2024, AC 13, HP 13, init +3)
Round 1
Tesco uses a bonus action to cast shillelagh on his club, then moves 30 feet to attack SK1
Tesco targets SK1, Shillelagh Attack: 14 Damage: 11 bludgeoning damage.
SK2 aims a shortbow and fires
SK2 targets Tesco, shortbow Attack: 21 Damage: 5 bludgeoning damage.
SK1 drops it's shortbow and attacks with shortsword
SK1 targets Tesco, shortsword Attack: 8 Damage: 4 bludgeoning damage.
SK1 takes a massive 22 damage and dies.
Tesco uses a reaction to cast shield from his Magic Initiate Wizard daily slot, AC 17 becomes AC 22
Round 2
Tesco moves to engage with SK2 in melee
Tesco targets SK2, Shillelagh Attack: 18 Damage: 10 bludgeoning damage.
SK2 drops it's shortbow and attacks with shortsword
SK2 targets Tesco, shortsword Attack: 21 Damage: 5 piercing damage.
SK2 is vulnerable to bludgeoning and so takes 18 damage and dies.
Searching the bodies, Tesco finds 2x shortsword, 2x shortbow, 2x skeleton skulls, and 10x arrows
Tesco returns to Evergreen Hollow proud and happy. He locates the job giver, an grumpy old wizard who lives in a tall tree house, who pays him 20 gp for 2x skeleton skulls.
Then he heads over to Evelyn's Magic Shop to sell the monster gear. 2x shortbows sell for 25 gp and 2x shortswords sell for 10 gp. Evelyn won't buy arrows or other ammunition, so Tesco keeps them for another day.
He returns to his modest room at the inn, which is paid for through the week (3 more nights)
Rewards
20 gp
25 gp
10 gp
100 XP
Tesco rolls for his next quest, Encounter Table 102, 72
Varnak the Cranky has requested a black bear carcass, both for making fur clothing and because he enjoys the taste of the meat. He has provided a wheelbarrow for anyone willing to take on the quest. When asking around town, most people agree that black bears rarely live in the Darkwoods, preferring non-enchanted areas where they are the top of the food chain. One patron at The Grove mentioned that black bears can be found near the Demon Cave, about half a day's journey east of town. Although the name sounds ominous, he assured Tesco that it's all just rumors.
Without delay, Tesco accepts the quest and borrows the wheelbarrow and heads east on his quest to hunt a black bear. After 12 hours of pushing the cart and 1 ration later, Tesco stands in front of the ominous Demon Cave.
Tesco casts guidance on himself and then checks for bear tracks using survival 15
Tesco also attempts a stealth approach, setting the Stealth DC 24 vs Black Bear Perception 14
Tesco init 4
Black Bear init 8
Success on the stealth approach grants Tesco a surprise round. He chooses the default distance of 30 feet, losing initiative means that the black bear will immediately act after the surprise.
Round 0 (surprise round)
Tesco spots the black bear and sneaks up on it, casting shillelagh on his club
Tesco targets BB1, shillelagh Attack: 10 Damage: 7 force damage.
Round 1
black bear BB1 will multiattack Tesco with two rend attacks
BB1 targets Tesco, rend 1 Attack: 21 Damage: 6 slashing damage.
BB1 targets Tesco, rend 2 Attack: 5 Damage: 8 slashing damage.
Tesco will casts [Tooltip Not Found] on the black bear, from a favored enemy slot,
Tesco targets BB1, shillelagh Attack: 12 Damage: 10 force damage.
The Black Bear has AC 11 so this attack will miss
Tesco uses a reaction to cast shield from a Magic Initiate Wizard daily slot. AC 17 becomes AC 22
Tesco manages to hit BB1 for 10 force damage. BB1 (9/19)
Round 2
black bear BB1 will multiattack Tesco with two rend attacks
BB1 targets Tesco, rend 1 Attack: 23 Damage: 5 slashing damage.
BB1 targets Tesco, rend 2 Attack: 13 Damage: Unable to parse dice roll. slashing damage.
Tesco concentrates on hunter's mark
Tesco targets BB1, shillelagh Attack: 13 Damage: 11 force damage.
With great effort Tesco is finally able to hoist the black bear carcass into the large wooden wheelbarrow, in time for the long trip home.
He returns early in the morning, as the sun is rising. Varnak is there waiting and cackles as unseen servants push the cart beside the grumpy old wizard.
Tesco is exhausted and pays Liam the Inn Keeper for 5 more nights to keep his room and he promptly falls asleep. (25 sp, 6 more nights remaining)
Reward
20 gp
100 XP (total 200 XP)
New Players bring new items to the shop. One random item from Table A and one random item from Table F. I'm adding 2x potions of healing for each player as well.
5R have plenty of crafting options, including brewing potions and scribing scrolls. If you want to make some money crafting, feel free to do so. I think the Origin Feat Artisan is ideal for this.
I've added the primary quest giver. A retired wizard named Varnak the Crank!
In general he places a gold piece bounty at 1/5th the XP value of each monster. Each table should have one or two bounty's doubled, to indicate if parts are rare or valuable.
Just added a new location. East of town you can enter the Demon Cave. In keeping with the PHB 2024 (playtest), I've included monsters from the PHB 2024. The next encounter round will definitely break this pattern.
Assessing his coin purse he realizes he's low on funds so he heads over to the quest board. There is a bounty on skeletons in the Silverwood at 10 gp a head so he goes out of town to explore the Silverwood Forest.
It takes him a day to get there and now the sun has set. So he uses survival to make camp before going to bed. He casts mending on his clothing and then uses survival 3.
Awakening, he buries the coals with soil and enters the Silverwood forest by the dawn’s early light.
Selecting a Stealth Approach, he sets the DC at 14 vs two perception rolls of 1 and 8.
Initiative 7
skeleton SK1 init 15
skeleton SK2 init 19
Starting at 60 feet away…
Surprise Round
Leif casts witch bolt trying to eliminate one threat before they converge on him.
attack Crit 25 for 15 lightning damage.
seeing SK1 blown apart feels good no need to concentrate Leif moves 30’ away from SK2.
Round 1
SK2 readies it’s shortbow as it trudges forward 10’ takes aim and fires… Attack 14 damage 4 piercing.
The arrow strikes true catching Leif in the buttocks, ow that smarts.
Leif then turns and advances 20 feet unleashing yet another witch bolt Attack 20 for 8 lightning damage, rattling them old bones.
Round 2
SK2 lets loose another arrow, attack Crit
Leif never sees the arrow as it passes through his eye lodging in his skull.
☠️
Try one death save