The Story
You’ve all grown up together under the roof of the Stonehollow Orphanage, a ramshackle but warm home run by a retired adventurer named Matron Driana. Though her sword has long since found its place above the fireplace, she never stopped teaching the ways of courage, camaraderie, and - on lazy afternoons - strange games involving paddles and a bouncing ball that she swore were all the rage in distant lands. (You never quite got the rules right, making up house rules like “Mulligans” and “Watermelons”. It was your game, and the laughs it brought made you family. )
Now, you’re no longer children. Driana has decided it’s time for her wards to step out into the world, not as orphans, but as heroes-in-the-making.
Your first mission is a curious one:
The Kharven Deep Aleworks, once the pride of a dwarven brewer’s guild, has fallen silent. Its famed casks, said to bubble with magical recipes, have gone untended for weeks. Strange noises and flickering lights have been spotted in the abandoned halls, and townsfolk whisper of sour brews and angry spirits.
Driana has asked you to investigate. Maybe it’s nothing but a few broken barrels—or maybe something darker stirs in the caverns. Either way, she believes it’s the perfect test for her “little champions.”
So grab your gear, tighten your boots, and get ready. The game is about to begin - and just like on the pickleball court, it’s not about who serves first. It’s about watching each other’s backs, playing to your strengths, and having a damn good time.
Create Your Character
In D&D as well as this game you will be making a character; a fantasy person that serves as a conduit for your roleplaying. You can portray any personality you want, but try to be select a voice or theme that is not you - a concept that would be fun to play. This could be a different gender, a different race, wielding might or magic that can crush your enemies. A few things to serve as a primer:
Dice
When taking nearly any action outside of dialogue (and even sometimes then) you will be rolling dice to determine the success of your efforts. This is normally captured by rolling a twenty-sided die (called a d20).
Modifiers
Your character will have modifiers that usually add to your d20 roll. If something gives you a modifier you add that number to the respective roll. For example, if a skill grants you +2 to attacks, you roll a d20 and add 2 to the total.
Attributes
For the purposes of this game, there are six attributes that govern any type of event you might make a d20 roll for. These stats are listed below, and will be called upon through the game. The orange skills are physical characteristics, while the green are mental attributes.
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Strength
Your raw physical power. Governs lifting, pushing, breaking, and hitting hard in melee combat.
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Agility
Your speed, balance, and reflexes. Covers dodging, sneaking, aiming, and ranged attacks.
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Constitution
Your toughness and endurance. Affects your health, stamina, and ability to resist poison or fatigue.
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Intelligence
Your sharpness of mind. Used for knowledge, reasoning, investigation, magic used by mages.
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Wisdom
Your awareness and judgment. Governs perception, intuition, willpower, and healing magic.
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Charisma
Your force of personality. Covers charm, persuasion, leadership, and magical influence of bards.
Follow these steps to put your paper to a sheet. You can download this sheet to plot your information - it is a fillable character sheet that can be printed off or used digitally during the game. Then, continue below to choose your Ancestry and Class.
Step 1: Choose an Ancestry
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Angelborn
Descended from celestial beings, Angelborn radiate a touch of the divine. They may have shining eyes, faint halos, or feathered wings that mark them as otherworldly. Often driven by compassion, duty, or destiny, they stand as natural protectors and guides — though some chafe against the heavy expectations placed upon them.
Stats
+2 WISDOM
+2 CHARISMA
Healing Hands. As an action, you can touch a creature and roll 2d6. The target regains a number of hit points equal to the total rolled. Once you use this, you can’t use it again until you finish a rest.
Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
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Fiendborn
Marked by infernal blood, Fiendborn carry the spark of demons or devils in their veins. Some bear horns, tails, or glowing eyes, while others pass almost unnoticed. They often wrestle with prejudice — or with their own darker instincts — but many channel that heritage into fiery determination and hidden strength.
Stats
+2 CONSTITUTION
+2 CHARISMA
Darkvision. You can see perfectly in the dark up to 60 feet.
Burning Hands. As an action, you hold your hands with thumbs touching and fingers spread. A thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a basic Agility saving throw or suffers 3d6 fire damage.
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Half-Elf
Bridging two worlds, Half-elves combine the adaptability of humans with the grace of elves. They are natural diplomats and wanderers, comfortable in diverse cultures yet never fully at home in either. Curious, charming, and resilient, half-elves thrive wherever wit and flexibility are valued.
Stats
+2 AGILITY
+2 INTELLIGENCE
Polyglot. You have a good chance to immediately learn any language you here.
Elven Trance. You only need to sleep for 4 hours a night to be rested instead of 8. Additionally, you are immune to effects that would force you to sleep.
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Half-Orc
Born of orcish might and human spirit, Half-orcs are tough, proud, and fierce in battle. Though often judged for their strength and appearance, they carry a deep well of loyalty and determination. Many turn hardship into drive, proving themselves as fearless warriors or steadfast allies.
Stats
+2 STRENGTH
+2 CONSTITUTION
Ferocity. You hit hard, due to innate ferocity. Increase any damage you deal with a melee weapon by +2.
Pain Tolerance. You can take more hits. Increase your base Hit Points by 3.
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Human
Versatile and ambitious, humans are the most adaptable of all ancestries. With no single strength or specialty, they excel at making the most of every opportunity. Driven by curiosity, creativity, and determination, humans thrive wherever they go and often achieve greatness simply through willpower.
Stats
+2 STRENGTH
+2 INTELLIGENCE
Adaptable. You can make any skill check without incurring penalties. If a skill is called upon in the game, you add your relevant attribute modifier to it, with a +1 bonus.
Need for Others. Your inherent desire for a sense of community helps you in combat. You gain an additional +1 to attack when flanking, and when helping someone with an action you add an extra +2 to the bonus.
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Smallfolk
Small in stature but big in spirit, Smallfolk are cheerful, nimble, and resourceful. They love comfort, good food, and close-knit communities, but also have an uncanny knack for luck. Brave in ways that surprise larger folk, they prove that size is no measure of courage.
Stats
+2 AGILITY
+2 WISDOM
Small Sized. You are so small, people might mistake you as a child. Because you are small, you are harder to hit and gain +1 to Armor Class.
Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Step 2: Choose a Class
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Barbarian
A fierce warrior driven by raw emotion and primal instinct. Barbarians enter a rage in battle, granting them superhuman strength, resilience, and ferocity. They thrive in the thick of combat, shrugging off blows that would fell others, and delivering devastating strikes with brute force.
Stats
Base HP: 12
+2 STRENGTH
+2 CONSTITUTION
+6 ATTACK
AC 12
Raaaage! You can launch into a mighty rage. While Raging, your attack, damage, and HP all increase by +2 and you are more resistant to spells that affect your mind. You cannot concentrate while raging, so things that take focus become challenging, if not impossible. You can rage for a total of 5 turns a day (they need not be consecutive), but when your rage ends you are weakened temporarily as you recover. Screaming in real life while using this skill is optional, but encouraged.
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Bard
Bards weave music, words, and magic into inspiration. They charm allies and enemies alike, boosting their companions’ strength while confusing or dazzling foes. With a mix of combat skill, magic, and sheer personality, a Bard always has a trick — or a song — for any situation.
Stats
Base HP: 8
+2 Physical (Choice of any 1)
+2 CHARISMA
+2 ATTACK
AC 13
Inspirational Performance. Either via instrument, singing, dance, or poetry - you inspire your allies to fight on. As an action that you must maintain each round to keep the effects ongoing, you bolster all allies that can hear (or see if dance) you. They gain a +1 to attack and damage. You also gain the benefits as well. Bonus points if you actually perform what your character is doing.
Additionally, you will gain two Occult spells provided by the DM.
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Healer
Healers channel divine or spiritual power to mend wounds, ward off harm, and strike down enemies of their faith. While known for supporting allies with restorative magic, they can also wield potent offensive spells and weapons, balancing compassion with righteous fury.
Stats
Base HP: 8
+2 WISDOM
+2 Any (Choice of any 1)
+1 ATTACK
AC 13
Its Healing Time Baby! You can heal by calling out “Its Healing Time, Baby!”. Then, you choose how much time you want to spend on healing. One action = heal by touch and cure 1d8. 2 Actions = Heal a single creature within 30’ for 2d8. 3 Actions = Heal in a burst around you for 1d8. Usable 5 times a day.
Additionally, you will gain two holy spells provided by the DM.
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Mage
Mages wield powerful arcane magic, shaping the battlefield with spells that bend reality itself. From hurling fire and lightning to summoning illusions and protective wards, they are fragile in body but unmatched in magical might when prepared and protected.
Stats
Base HP: 6
+2 INTELLIGENCE
+2 Any (Choice of any 1)
+1 ATTACK
AC 10
I am a wizard, Harry. You know things from like, reading books and stuff, that no one else can hope to know unless they went to College too. You can make an INT roll anytime (but only once per subject) to try to learn about things. For example, maybe you know a tidbit of useful info about the monster you are fighting, or once read that the fastest path to Mordor is by Eagle.
Additionally, you gain 3 mana points and three arcane spells provided by the DM.
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Shadow
Stealthy and cunning, Shadows excel at striking from the darkness or exploiting openings in battle. Quick, resourceful, and deadly with precision, they favor daggers, bows, and clever tricks over brute force. Masters of sneaking, traps, and secrets, they’re always three steps ahead.
Stats
Base HP: 8
+2 AGILITY
+2 Any (Choice of any 1)
+3 ATTACK
AC 14
Sneak Attack! If you catch an opponent flat footed (they either have not yet gone in the initiative, or you are flanking them), you increase your damage by an additional 1d6 points.
Additionally, you are very good at stealth based skills (hiding, moving silently, etc.)
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Warrior
Masters of weapons and armor, Fighters are versatile combatants who can adapt to almost any style — from a heavily armored knight to a nimble archer. They excel at reliability in battle, striking hard and often, and can withstand punishment while protecting their allies.
Stats
Base HP: 10
+2 Any Physical (Choice of 2)
+4 ATTACK
AC 16
Weapon Master. When you select your favored weapon, you will gain additional options with it. For example, a higher critical threat range, bleeding effects, or a chance to stun on hit. The DM can go over options with you as you build out your character.
Additionally, if you choose to wield a shield your AC increases by +1.
Finally, pick any three separate attributes of your choice and increase them by +2 each. Feel free to ask the DM about weapon options and what their damage would do.
Add your CONSTITUTION to your Base Hit Points for your Total Hit Points.
Your STRENGTH will be added to all your Melee Damage Rolls.
Your AGILITY will be added to initiative rolls to determine order in combat.
Other attributes will be called upon during the session.
You are now ready for basic gameplay.