What is Play-by-Post? Play-by-Post (or PbP) is a campaign that takes place completely on these forums,, and our entire campaign takes place right in this thread. Everything your character does and says will be typed out in a reply, and you can even roll dice in your reply (see below instructions).
Everything here is 5th edition, right? D&D Beyond is a 5th edition toolset, and this campaign will center around 5th edition.
Is knowledge of 5th edition required? What if I have questions? While D&D Beyond focuses on 5th edition, this is going to be a friendly, cooperative learning experience for all of us. Some of us have past D&D experience; others of us are new to the game. There are no stupid questions here. But please, direct all game play related questions (e.g. what to roll, how to take an action, etc.) directly to me so that this thread is solely campaign content. I think that will help keep the forum clean from non-related clutter.
How does the dice roller work? We will roll from our character sheets in D&D Beyond. The dice rolls will all be visible in the game log to all players.
How do I keep track of my character sheet? I would recommend using the Create a character feature in D&D beyond. Once you create your character, I'll send you an invite to join the campaign so I can view your character sheet as well. I would not encourage other players to view each other's sheets and instead let the unknown become known as we play.
How will initiative, combat, and turns work? This will likely be dynamic as we move through the game. My goal is to try and keep the action and story moving along as much as possible, but this will be dependent on a number of factors including our availability and responsiveness to posts. For most actions and combat turns, you can have the freedom to do what you like within reason. I'll provide combat instructions for each encounter we have. For initiative, I will likely roll and establish the initiative order, letting you focus on deciding the particulars of your actions and attacks and rolling the outcome for yourself based upon the provided NPC stats. We'll see how this all goes when we encounter our first combat round, and if I need to adjust game mechanics afterward, I will do so. I want this to be fun and not get mired in tedium because we're waiting for certain things to occur.
How do the tooltips/links to spells etc work? D&D Beyond offers the ability to link certain aspects on the forum in mouse-over triggered tooltips, such as magic items, monsters or combat actions - examples being Adult Black Dragon and dash. To create tooltips in this way as these, use the appropriate [tag][/tag] around the desired subject.
Example: [ magicitem]sunblade[/ magicitem] (Without spaces within the [ ] brackets.)
More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path.
A powerful force of orcs reinforced by evil mercenary wizards attacked Wave Echo Cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost.
For centuries, rumors of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers — a trio of dwarves — have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines.
Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is.
The world of the Forgotten Realms is where the story in this adventure takes place. In the Realms, knights dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics in the service of gods wield mace and spell, questing against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Dragons, giants, demons, and unimaginable abominations lurk in dungeons, caverns, ruined cities, and the vast wild places of the world.
On the roads and rivers of the Realms travel minstrels and peddlers, merchants and guards, soldiers, sailors, and steel-hearted adventurers carrying tales of strange, glorious, faraway places. Good maps and clear trails can take even an inexperienced youth with dreams of glory far across the world. Thousands of restless would-be heroes from backcountry farmsteads and sleepy villages arrive in Neverwinter and the other great cities every year in search of wealth and renown.
Known roads may be well traveled, but they aren’t necessarily safe. Fell magic, deadly monsters, and cruel local rulers are all perils that you face when you travel in the Forgotten Realms. Even farms and freeholds within a day’s walk of a city can fall prey to monsters, and no place is safe from the sudden wrath of a dragon.
The regional map above shows just a tiny part of this vast world, in a region called the Sword Coast. This is a region of adventure, where daring souls delve into the wreckage of ancient strongholds and explore ruins of long-lost cultures. Amid a wilderness of jagged, snow-capped peaks, alpine forests, lawlessness, and monsters, the coast holds the greatest bastions of civilization, including the coastal city of Neverwinter.
Meet Me in Phandalin. In the city of Neverwinter, a dwarf named Gundren Rockseeker asked you to bring a wagonload of provisions to the rough-and-tumble settlement of Phandalin, a couple of days’ travel southeast of the city. Gundren was clearly excited and more than a little secretive about his reasons for the trip, saying only that he and his brothers had found “something big,” and that he’d pay you ten gold pieces each for escorting his supplies safely to Barthen’s Provisions, a trading post in Phandalin. He then set out ahead of you on horse, along with a warrior escort named Sildar Hallwinter, claiming he needed to arrive early to “take care of business.”
Introduce yourself to your clan by sharing your name, race, class, and how you came to know your dwarf patron, Gundren Rockseeker. (e.g. Gundren could be a childhood friend or someone who helped you get out of a tough scrape. Use your imagination!)
What are your clan's marching orders? Who's in front and who's bringing up the rear? One or two of you need to be driving the wagon of supplies. The rest can be riding on the wagon, walking alongside, or scouting ahead, as you like.
FYI - I plan to use the blockquote feature for DM instructions so you can differentiate between my DM and character posts. You don't need to use this feature unless it's helpful for some reason.
Greetings, fellow adventurers! My name is Regula of the House of Argent, and it is my pleasure to meet each of you. I am an Aasimar Paladin of noble birth and will gladly take up my sword when needed to help dear Gundren, who has long since sworn allegiance to my family and ours to his. As we begin moving east along the dangerous Triboar Trail, I will take point, walking out front of the wagon.
Hello, I am Galben of the Algid tribe of northern wood elves. We are a proud but simple people but our numbers were desimated by the frost giants many years ago. If you gain my trust I will help you in anyway possible but that trust is hard to earn. I am frugal and don't like to use the resources I have unsoundly. I met Gundren's in a shop many years ago, I needed to buy a myself new clothing since mine was very worn but did not want to spend the money. Gundren came over to me and explained the value of buying the new clothing. He has been a close friend since and I help him when I can. I will drive the wagon on this trail unless someone feels they are better suited for the job.
I am pleased to meet my fellow travelers. I am Jake, an acolyte of Ilmater, the god of endurance. I have devoted my life to divining Ilmater's presence. Although human, I have grown up around dwarves and halflings, learned their language and mannerisms, gained their trust. I was friends with Gundren's older brother Philever and by him got to know Gundren's family. I have been quite pious my whole life but recently Ilmater has guided me to loosen up, see the world. Gundren's little errand seems the perfect opportunity to stretch my legs and wander.
As a young cleric I'm a bit squishy. I prefer to walk casually behind the wagon, examining the countryside around me for evidence of Ilmater's presence.
Hello all I am OldMan an ancient wood elf. My unfortunate name when younger is now appropriate as I have outlived many a human. Gundren and I used to go gambling together. He liked card games where as I preferred rolling the bones. I will defend the group to my last but I do prefer sniping our enemies from a distance if possible.
Good fortunes my traveling companions. My name is Ilikan Bearkiller Thuliaga. I am a Goliath Ranger from the Galyn Highlands. My people refer to me as Bearkiller, a name bestowed upon me following a near fatal encounter as a young lad, and you may call me this as well. I was exiled from my homeland in the aftermath of a coup and I have been on my own since. Gundren and his people gave me everything at a time when I had nothing. Though I hope to one day return and give back my city to the people, it can wait. For I am forever indebted to Gundren and will gladly lay down my life for him.
I will use the skills I’ve learned as a Ranger to scout ahead and report any concerns or obstacles in our path.
You’ve been on the Triboar Trail for about half a day. As you come around a bend, Bearkiller flags down the party to inform you that through his scouting he spotted two dead horses sprawled about fifty feet ahead of you, blocking the path. Each has several black-feathered arrows sticking out of it. The woods press close to the trail here, with a steep embankment and dense thickets on either side.
I move my eyes about, looking for any threats to our little band (perception.) I grip my staff tightly. If push comes to shove, I will defend myself. But more likely, I stand ready to either bless my compatriots or heal those struck down in combat. Heal is my last resort if someone falls. I shout "Fear not fellow travelers, Ilmater's presence shall bring you comfort!"
I agree we need to search for survivors and check the horses/area for usable materials. But it sounds like this is a perfect ambush spot. Can we move the horses quickly so we don't get trapped in from behind and without the high ground? I will ready my light crossbow and watch the woods.
As Galben drives the wagon toward the dead horses to try to get past, Regula keeping pace on foot in front with sword in hand, they realize that indeed the path is blocked as Bearkiller had suggested; it is impassable until the carnage is cleared. Galben secures the black-feathered arrows and notices that the saddlebags have all been looted. Nearby lies an empty leather map case. Regula identifies the horses as belonging to Gundren Rockseeker and Sildar Hallwinter. They’ve been dead about a day, and it’s clear that arrows killed the horses.
At that moment, four Goblin emerge from the thick forest, two on each side. Luckily, the goblins have failed to surprise you (9 for stealth; all PCs passed check), and you are prepared for the attack thanks to OldMan's keen assessment of the situation (inspiration to OldMan).
Here is the initiative order for this first combat experience as follows:
Galben
OldMan
Regula
Bearkiller
Jake
Goblins
You'll need to take your action/attack, rolling for yourself against the goblins' AC (equal to or higher than 15 hits). Roll any damage conferred and write a post the describes your turn and the outcome: what action you took, which NPC you attacked, and the amount of damage. Reminder that crit fails (1s) or nat 20s automatically miss or hit irrespective of modifiers. Also, we'll presume that all PCs & NPCs are within 30 ft. of each other. Let me know if you have any questions!
On Jake's turn, I will cast bless on Regula, Galben and Bearkiller, if there are still goblins to battle. I want to end up within 10 feet of OldMan, between him and visible threats.
(Movement) I put the break on and I hop down off the wagon and move back to the left side of Bearkiller on the path. I nock an arrow on my longbow.
(Attack) I draw my bow and take aim at Goblin #1 (1d20+5)= rolled a 1. As I let go of the bow string my foot slides and I trip, shooting the arrow right at the front left wheel of the wagon. It hits the metal part of the hub (clink) and falls to the ground.
OldMan cast firebolt at Goblin 1. +6 to hit needed a 9. Rolled a 17. Hit. D10 damage. rolled a 3 for damage. The firebolt shoots out of my hands, fires past Regula's shoulder and wings the goblin causing him to scream in pain.
Seeing the Goblin nearest to me scream in pain makes me chortle with laughter. "You deserve what is coming to you." I spin around, letting my long sword gain momentum, the blade slashing furiously toward Goblin 1's head, severing it cleanly (albeit with not nearly as much force as I had hoped) at the neck from its fetid body which immediately crumples to the ground where it stood a mere second ago (15 to hit, 4 damage).
"Is that the best you have to offer?" I shout mockingly.
FAQ
Play-by-Post (or PbP) is a campaign that takes place completely on these forums,, and our entire campaign takes place right in this thread. Everything your character does and says will be typed out in a reply, and you can even roll dice in your reply (see below instructions).
D&D Beyond is a 5th edition toolset, and this campaign will center around 5th edition.
While D&D Beyond focuses on 5th edition, this is going to be a friendly, cooperative learning experience for all of us. Some of us have past D&D experience; others of us are new to the game. There are no stupid questions here. But please, direct all game play related questions (e.g. what to roll, how to take an action, etc.) directly to me so that this thread is solely campaign content. I think that will help keep the forum clean from non-related clutter.
We will roll from our character sheets in D&D Beyond. The dice rolls will all be visible in the game log to all players.
I would recommend using the Create a character feature in D&D beyond. Once you create your character, I'll send you an invite to join the campaign so I can view your character sheet as well. I would not encourage other players to view each other's sheets and instead let the unknown become known as we play.
This will likely be dynamic as we move through the game. My goal is to try and keep the action and story moving along as much as possible, but this will be dependent on a number of factors including our availability and responsiveness to posts. For most actions and combat turns, you can have the freedom to do what you like within reason. I'll provide combat instructions for each encounter we have. For initiative, I will likely roll and establish the initiative order, letting you focus on deciding the particulars of your actions and attacks and rolling the outcome for yourself based upon the provided NPC stats. We'll see how this all goes when we encounter our first combat round, and if I need to adjust game mechanics afterward, I will do so. I want this to be fun and not get mired in tedium because we're waiting for certain things to occur.
D&D Beyond offers the ability to link certain aspects on the forum in mouse-over triggered tooltips, such as magic items, monsters or combat actions - examples being Adult Black Dragon and dash. To create tooltips in this way as these, use the appropriate [tag][/tag] around the desired subject.
Example: [ magicitem]sunblade[/ magicitem] (Without spaces within the [ ] brackets.)
Use the following within the [ ][/ ] bracket system:
action - an action taken in combat - e.g. dodge, search and ready
condition - a condition afflicted upon a creature - e.g. restrained, poisoned and prone
item - a mundane item - e.g. torch, trident and backpack
magicItem - a magical item - e.g. Bag of Holding, Dust of Disappearance and Demon Armor
monster - a creature you can encounter - e.g. Banshee, Bandit and Unicorn
sense - a type of extra sense, whether magical or natural - e.g. darkvision, tremorsense and truesight
skill - this is used for professions - e.g. Persuasion, Stealth
spell - a magical spell - e.g. Mage Hand, Magic Missile and Abi-Dalzim’s Horrid Wilting
wprop - a property of a weapon - e.g. finesse, versatile and heavy
And so our adventure begins...
BACKGROUND
More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path.
A powerful force of orcs reinforced by evil mercenary wizards attacked Wave Echo Cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost.
For centuries, rumors of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers — a trio of dwarves — have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines.
Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is.
The world of the Forgotten Realms is where the story in this adventure takes place. In the Realms, knights dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics in the service of gods wield mace and spell, questing against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Dragons, giants, demons, and unimaginable abominations lurk in dungeons, caverns, ruined cities, and the vast wild places of the world.
On the roads and rivers of the Realms travel minstrels and peddlers, merchants and guards, soldiers, sailors, and steel-hearted adventurers carrying tales of strange, glorious, faraway places. Good maps and clear trails can take even an inexperienced youth with dreams of glory far across the world. Thousands of restless would-be heroes from backcountry farmsteads and sleepy villages arrive in Neverwinter and the other great cities every year in search of wealth and renown.
Known roads may be well traveled, but they aren’t necessarily safe. Fell magic, deadly monsters, and cruel local rulers are all perils that you face when you travel in the Forgotten Realms. Even farms and freeholds within a day’s walk of a city can fall prey to monsters, and no place is safe from the sudden wrath of a dragon.
The regional map above shows just a tiny part of this vast world, in a region called the Sword Coast. This is a region of adventure, where daring souls delve into the wreckage of ancient strongholds and explore ruins of long-lost cultures. Amid a wilderness of jagged, snow-capped peaks, alpine forests, lawlessness, and monsters, the coast holds the greatest bastions of civilization, including the coastal city of Neverwinter.
Greetings, fellow adventurers! My name is Regula of the House of Argent, and it is my pleasure to meet each of you. I am an Aasimar Paladin of noble birth and will gladly take up my sword when needed to help dear Gundren, who has long since sworn allegiance to my family and ours to his. As we begin moving east along the dangerous Triboar Trail, I will take point, walking out front of the wagon.
Hello, I am Galben of the Algid tribe of northern wood elves. We are a proud but simple people but our numbers were desimated by the frost giants many years ago. If you gain my trust I will help you in anyway possible but that trust is hard to earn. I am frugal and don't like to use the resources I have unsoundly. I met Gundren's in a shop many years ago, I needed to buy a myself new clothing since mine was very worn but did not want to spend the money. Gundren came over to me and explained the value of buying the new clothing. He has been a close friend since and I help him when I can. I will drive the wagon on this trail unless someone feels they are better suited for the job.
I am pleased to meet my fellow travelers. I am Jake, an acolyte of Ilmater, the god of endurance. I have devoted my life to divining Ilmater's presence. Although human, I have grown up around dwarves and halflings, learned their language and mannerisms, gained their trust. I was friends with Gundren's older brother Philever and by him got to know Gundren's family. I have been quite pious my whole life but recently Ilmater has guided me to loosen up, see the world. Gundren's little errand seems the perfect opportunity to stretch my legs and wander.
As a young cleric I'm a bit squishy. I prefer to walk casually behind the wagon, examining the countryside around me for evidence of Ilmater's presence.
Hello all I am OldMan an ancient wood elf. My unfortunate name when younger is now appropriate as I have outlived many a human. Gundren and I used to go gambling together. He liked card games where as I preferred rolling the bones. I will defend the group to my last but I do prefer sniping our enemies from a distance if possible.
https://www.dndbeyond.com/profile/MontiHodor/characters/66856223
Good fortunes my traveling companions. My name is Ilikan Bearkiller Thuliaga. I am a Goliath Ranger from the Galyn Highlands. My people refer to me as Bearkiller, a name bestowed upon me following a near fatal encounter as a young lad, and you may call me this as well.
I was exiled from my homeland in the aftermath of a coup and I have been on my own since. Gundren and his people gave me everything at a time when I had nothing. Though I hope to one day return and give back my city to the people, it can wait. For I am forever indebted to Gundren and will gladly lay down my life for him.
I will use the skills I’ve learned as a Ranger to scout ahead and report any concerns or obstacles in our path.
begins unsheathing sword, "Likely bandits! We must investigate immediately in the event there are any survivors! Who will accompany me?"
Whoa!!(to the horses slowing the wagon). "I will bring the wagon up slow. Jake, keep an eye out behind us" I start looking around for clues.
I move my eyes about, looking for any threats to our little band (perception.) I grip my staff tightly. If push comes to shove, I will defend myself. But more likely, I stand ready to either bless my compatriots or heal those struck down in combat. Heal is my last resort if someone falls. I shout "Fear not fellow travelers, Ilmater's presence shall bring you comfort!"
I agree we need to search for survivors and check the horses/area for usable materials. But it sounds like this is a perfect ambush spot. Can we move the horses quickly so we don't get trapped in from behind and without the high ground? I will ready my light crossbow and watch the woods.
(Galben moves the wagon closer to the dead horses)
Jake stays close to the wagon, to use it as cover if necessary. Keeping eyes open for potential threats.
On Jake's turn, I will cast bless on Regula, Galben and Bearkiller, if there are still goblins to battle. I want to end up within 10 feet of OldMan, between him and visible threats.
(Movement) I put the break on and I hop down off the wagon and move back to the left side of Bearkiller on the path. I nock an arrow on my longbow.
(Attack) I draw my bow and take aim at Goblin #1 (1d20+5)= rolled a 1. As I let go of the bow string my foot slides and I trip, shooting the arrow right at the front left wheel of the wagon. It hits the metal part of the hub (clink) and falls to the ground.
OldMan cast firebolt at Goblin 1. +6 to hit needed a 9. Rolled a 17. Hit. D10 damage. rolled a 3 for damage. The firebolt shoots out of my hands, fires past Regula's shoulder and wings the goblin causing him to scream in pain.
Seeing the Goblin nearest to me scream in pain makes me chortle with laughter. "You deserve what is coming to you." I spin around, letting my long sword gain momentum, the blade slashing furiously toward Goblin 1's head, severing it cleanly (albeit with not nearly as much force as I had hoped) at the neck from its fetid body which immediately crumples to the ground where it stood a mere second ago (15 to hit, 4 damage).
"Is that the best you have to offer?" I shout mockingly.