Early Spring, 1491 DR
You were hired for simple work: escort a supply wagon to Phandalin, meet Gundren Rockseeker, and get paid.
But Gundren and his friend, Sildar Hallwinter, rode ahead yesterday with unusual urgency. Gundren practically vibrated with excitement—talking around some secret he wasn’t ready to share. Something about an "incredible discovery," that would change everything for the Rockseeker brothers.
High road, Sword Coast, Faerûn
Evening, the 20th of Ches
While Gundren and Sildar spurred their horses south with urgency bordering on recklessness, you took the sensible path. Contracts are worth nothing if you’re dead before collecting.
You spent the extra day in Neverwinter preparing properly —buying provisions that wouldn’t spoil, checking straps and axles, replacing frayed rope, and loading the wagon so the weight sat right on the wheels. Armor was oiled, blades honed, spell components counted and recounted. The kind of careful preparation that rarely makes for good stories—but keeps you alive long enough to tell them.
You weren’t alone when you finally set out. Another merchant was bound south as well, his destination the growing settlement of Leilon rather than Phandalin. Close enough, at least for a time. He hired two guards — a broad-shouldered warrior who walked beside the cart with practiced vigilance, and a quiet hunter who ranged ahead and behind, eyes always moving, never lingering in one place too long.
Together, your small caravan passed through Neverwinter’s southern gate and onto the High Road.
The road here is wide and well-worn, packed earth bordered by grass and low scrub. To the west, the Sea of Swords glints dully under an overcast sky, the salt wind ever-present even when the water itself is out of sight. To the east, rolling hills rise toward darker country—wooded stretches and broken ground where the road’s protection thins with every mile.
Traffic is light. A few northbound wagons. A pair of riders who pass without slowing. Gulls circle overhead, their cries fading as the day wears on. By evening, the sounds of the city are long gone, replaced by wind, insects, and the creak of leather and wood.
As the sun dips low, you make camp just off the road—close enough for convenience, far enough to avoid advertising yourselves to every passerby. A small fire is lit and carefully banked. The wagon is checked once more. Watches are discussed. The merchant and his guards keep to their side of the camp, polite but reserved.
This is the first night of the journey and nothing has gone wrong... Yet!
As we go back and forth between roleplay and mechanics, you are free to:
- Change your mind about your character concept
- Reassign attributes, skills or traits
- Adjust class, background or ancestry choices
- Rewrite descriptions
Think of this as the characters taking shape as they travel—details becoming clearer with each exchange. Once session zero ends and the game properly begins, things will settle into place.
Now, for your first post, choose one of the following options—or do both if inspiration strikes or if you've already defined your character:
1. Character Description / Roleplay
Describe your character as they appear at camp on this first night. Appearance, posture, habits, the way they speak—or don’t. What would the others immediately notice?
2. The First Part of Your Character Sheet
Provide the mechanical foundation of your character. Write an OOC post with:
- Name
- Class
- Ancestry (human, elf, dwarf, halfling, tiefling, gnome...)
- Attributes (see below)
Attributes
You have four core attributes. These values shape what your character is good at—and where they struggle.
Strength (STR)
Raw physical power and endurance. Affects melee damage, resistance to wounds, HP recovery, concentration, STR saves, carrying capacity, grappling, and the Might skill.
Dexterity (DEX)
Agility, reflexes, and precision. Affects ranged and finesse damage, initiative, DEX saves, grappling, armor contribution, and the Stealth and Finesse skills.
Intelligence (INT)
Knowledge, reasoning, and cunning. Affects languages, spellcasting, wands, scrolls, INT saves, and the Arcana, Examination, and Lore skills.
Will (WIL)
Force of personality, courage, and inner resolve. Affects spellcasting, WIL saves, and the Insight, Influence, Naturecraft, and Perception skills.
Attribute spread
Choose one:
- Standard: +2, +2, +0, –1
- Balanced: +2, +1, +1, +0
- Min–Max: +3, +1, –1, –1
Assign the values above as you wish across STR, DEX, INT, and WIL to start your character generation!




