Welcome those who I’ve invited to my newest Dungeons and Dragons campaign! Here is the info you need before we start.
Background
The player characters in this game are all Halflings (pg. 26-28 of Player’s Handbook, Lightfoot subrace, tho using the “Hairfoot” descriptor). You have recently reached adulthood in your community—which is a vast set of small Halfling villages all crowded across a hilly province called The Moot. This is the image of the Moot and Halfling society you should have in your mind (which should be pretty familiar): https://youtu.be/-PcUnqlPA8A?si=uXlWRX2Lp1LCV2QU&t=59.
Part of growing up in the Moot includes a coming-of-age ceremony of sorts—escorting the Fall Harvest wagon of goods to supply the tavern of the most legendary Halfling Paladin, Sir Walter Waffleiron, which is located a few days’ travel beyond The Moot. You and the other young halflings will need to travel a road that transits a dangerous Gnarlthorn Forest for three days to reach the Human settlement where the Tavern is located. This is a moment when Halflings who have always been sheltered in the Moot get to see the outside world, and learn to cope with a bit of danger (but not too much danger). The three worst incidents in recent memory: 1) a journeyer got his leg bit off by a Wolf, 2) a journeyer got a patch of skin on her shoulder necrotized from a bad large spider bite, and 3) an entire group got lost, ran out of rations, and had to eat and drink most of the delivery for the Tavern (until they were found by Sir Walter who came looking for them).
Your character has been training in an adventuring profession alongside their work for the family, but they’re still very much novices in that area. You’ll be starting as a level 1 character.
For purposes of character introductions in our first session, you’ll be giving them as if one of your Halfling parents was talking about you in the local market or pub in The Moot. Think about the way parents talk about their kids when they’re just launching their lives and you’ll be in the right spot for it.
Before the session, come up with your character’s first name. At the start of session one we’ll roll up your two families (each parent’s side) from the chart below. You can choose to take one of them, or hyphenate, but you should record both so you know your family origin (and what families are closer relatives).
1 | Banks (related to Puddifoots) | 11 | Hogg (related to Bolgers) |
2 | Boffin (related to Bunces) | 12 | Lightfoot (related to Tüks) |
3 | Bolger (related to Hoggs) | 13 | Longhole (related to Grubbs) |
4 | Burrows (related to Tunnellys) | 14 | Proudfoot (related to Rumbles) |
5 | Bunce (related to Boffins) | 15 | Puddifoot (related to Banks) |
6 | Chubb (related to Underfoots) | 16 | Rumble (related to Proudfoots) |
7 | Cotton (related to Greenhands) | 17 | Stoor (related to Harfoots) |
8 | Greenhand (related to Cottons) | 18 | Tük (related to Lightfoots) |
9 | Grubb (related to Longholes) | 19 | Tunnelly (related to Burrowses) |
10 | Harfoot (related to Stoors) | 20 | Underfoot (related to Chubbs) |
Family Work and Starting Gear
Instead of using the starting equipment rules in the Player’s Handbook, the following determines what your character is carrying when they set out on their journey.
Every character starts with the following gear to be ready for their journey: Bedroll, Backpack, Waterskin, Mess Kit, five days Rations, Flint and Steel, extra pair of clothes (rolled in bedroll or tucked in backpack).
If your class is a spellcaster you get the stuff you need for doing so (spellbook, spell component pouch, holy symbol, focus, etc.).
If your class can wear armor, you can be wearing a suit of Leather Armor.
You may choose one “diversion” choice from the following list, and are carrying that item or set of items: Dice set, Dragonchess set, Playing Card set, Drum, Flute, Lute, Lyre, Horn, Pan Flute, Shawm, Viol, Thieves’ Tools and a practice Lock, Book (novel), Disguise Kit, Calligrapher’s Supplies, Painter’s Supplies, Woodcarver’s Tools, Pipe w/ Pouch of Pipeweed.
In addition, you will have a bit of gear depending on your family’s background. It includes the weapon option that your parent(s) give you to defend yourself on your journey though the forest (pick ONE from the Heirloom weapon list). If your chosen character class cannot normally wield that weapon you get to add it to your list of weapon proficiencies for free as you grew up training with it.
Farmers | Additional three days rations, Pony with Pack Saddle, Pouch with 2gp Heirloom Weapon: Sickle, Trident, or Whip |
Blacksmiths | Shield, Steel Mirror, Smith’s Tools, Heavy Apron, Pouch with 10gp Heirloom Weapon: Light hammer or Warhammer |
Butchers | Additional three days rations, Iron Pot, Flask of Oil, Apron, Pouch with 3gp Heirloom Weapon: Handaxe or Dagger |
Carpenters | Pole, Carpenter’s Tools, Pouch with 3gp Heirloom Weapon: Greatclub or Quarterstaff |
Weavers | Chalk (x2), Bar of Soap, Weaver’s Tools, Pouch with 3gp Heirloom Weapon: Dagger or Net |
Barbers | Healer’s Kit, Magnifying Glass, Potion of Healing, Pouch with 5gp Heirloom Weapon: Dagger or Darts (x5) |
Apothecaries | Vial of Antitoxin, Healer’s Kit, Flask of Alchemist’s Fire, Vial of Perfume, Pouch with 5gp Heirloom Weapon: Sling or Blowgun w/ 5 Needles |
Bakers | Additional three days rations, Apron, Pouch with 3gp Heirloom Weapon: Quarterstaff or Greatsword |
Millers | Merchant’s Scale, Hooded Lantern, Pouch with 3gp Heirloom Weapon: Sickle or Mace |
Clergy | Flask of Holy Water (x2), Pouch with 1gp Heirloom Weapon: Flail or Club |
Candlemakers | Candles (x10), Hourglass, Sealing Wax (x2), Pouch with 5gp Heirloom Weapon: Longsword or Battleaxe |
Fisherfolk | Additional three days rations, Fishing Tackle, 50 ft Hempen Rope, Pouch with 2gp Heirloom Weapon: Spear, Javelin (x3), or Shortbow w/ 10 arrows in a Quiver |
Merchants | Vial of Ink, Ink Pen, Scroll case with 3 pages of Parchment, Vial of Perfume, Pouch with 50gp Heirloom Weapon: Crossbow (light or heavy) w/ 10 bolts in a Quiver or Rapier |
Brewers | 1 Liter Barrel Keg, Tankard (x2), Brewer’s Supplies, Pouch with 10gp Heirloom Weapon: Club or Quarterstaff |
I ask that players coordinate with each other and everyone comes from a different background of family work (e.g. only one Brewer).
Other Miscellaneous Game-Rule Stuff
Ability Scores will be determined by the Variant: Customizing Ability Scores rules on pg 13 of the Player’s Handbook. It’s a point-buy system, and you’ll have 27 points to spend as indicated.
Alignment: Please play characters who care and are concerned with some others in the world. Don’t start as evil characters please (but that can change through your actions).
Character Classes: You’re welcome to take any character classes that appear in the Player’s Handbook, with the following notes. If you’re inclined to take anything from other sources, just send me a link to it first so I can confirm if it’s workable in the campaign.
Bard, Fighter, Ranger, Rogue, or Sorcerer: All options fine.
Cleric: Available Deities will be the Greyhawk Deities (pg. 295 of Player’s Handbook) plus Yondalla the Halfling goddess (pg. 296) and Brandobaris, a Halfling God of Stealth and Thievery (not in the Player’s Handbook but a long-time Greyhawk option). Note that Brandobaris followers all claim to worship Yondalla (and her holy symbol works for his followers too). Brandobaris’ suggested domain is Trickery.
Druid: All options fine. For purposes of Wild Shape as you level up, so far in your life you have seen the following animals: Hawk, Owl, Songbird, Sheep, Goat, Rat, Mouse, Pony, Snake, Pig, Dog, Cat, Freshwater Fish, Badger, Deer, Bat, Hedgehog, Mole, and Frog.
Warlock: Most options fine. For your Otherworldly patron, I would strongly advise Archfey. Pick Fiend or Great Old One at your peril.
Wizard: Most options fine. Halfling wizarding training in The Moot is a bit more hedge-magic than formal wizarding, so that limits some options. The schools of magic that you can choose as your Arcane Tradition are limited to: Abjuration, Enchantment, Evocation, Illusion, and Transmutation. Divination, Conjuration, and Necromancy are not taught in-depth (you can certainly have and use those school’s spells, but cannot select those schools as your Arcane Tradition).
No Barbarians, no Monks, and no Paladins. Sorry, they just don’t fit the vision of this campaign. They may appear in NPC format, but cannot be PCs.
Ravenloft Basics
Okay, so this is info that you as players can know but your characters do not know (“yet” in some cases). I just want to set expectations. There will be segments of this campaign that take place in Ravenloft, a Dungeons and Dragons demiplane that is best described as “Gothic Horror”. We’ll be going for a horror feel to the game—keeping the party as young and naïve Halflings will allow for some fun amidst that.
Things to know about Ravenloft and rules:
Ravenloft is a set of connected Domains, each ruled by a powerful ruler that controls the domain. They can seal their Domain’s borders in a variety of ways (confusing mists, walls of impenetrable thorns, poisons that manifest inside the body of those trying to leave, etc.). In Ravenloft, the land itself is the monster: it’s cursed, evil, and dark… and the populace that reside there lives in various sorts of nervousness and fear (and even the rulers of the domains are prisoners themselves in certain a sense). The commonfolk can be superstitious and suspicious of outsiders, particularly to those that may display physical aspects or magical talents that might be viewed as signs of “evil”.
I’ll be using some of the 2nd Edition (AD&D for the real nerds) rules for the Ravenloft setting, modified to fit with the current 5th Edition (and adapt to 6th if it’s released while we’re playing and we decide to convert). And I’ll be using the 2nd edition fluff, which includes some very cool stuff (like specific Tarot Cards that will be used in the game).
Critical for your player knowledge, that means the following:
Fear Checks and Horror Checks. There will be times when something might scare or unsettle your character, and there will be rules for what check you make and how your character responds if they fail.
Influence of the Land. Ravenloft can have its own influences on those that tread its lands. There may be moments when the demiplane itself seems to speak to your characters—you can choose to listen or not.
Curses. These exist in a way that usual D&D Geas or Bestow Curse spells don’t capture. Curses can happen in Ravenloft, and they will have specific rules for how they manifest. They’re not spell-based, but linked more to the people’s interactions with the land itself. Anyone in Ravenloft can call down a curse if the conditions are right (and they’re not doing so lightly).
Spell Changes: Certain spells behave differently in Ravenloft. Spellcasters should run their potential spell lists past me before selecting any to ensure you know how they’ll be effected. In particular spells that rely on detecting/affecting “Evil” alignment do not work the same way in Ravenloft (they only give Lawful vs Chaotic). And travel spells such as Teleport can be affected as well. Short version: Spellcasters just check with me as you progress, and we can discuss any options you’re thinking of and how they might be affected.
Enter the Mists
That’s it! That should be all you need to draw up your characters, but let me know if you need more info or have any questions. I’m looking forward to guiding adventures in the mists with you all. Oh, and I’ll get a custom mini printed/made for each character once they’re established, and you can either paint them or I’m happy to paint them for you if you like.