Sweet Dreams: Campaign Overview

Sweet Dreams (Are Made of These) is a homebrew mini-campaign I’m running for five level 4-6 characters. I anticipate it will take 8 – 12 sessions to complete. This Sweet Dreams series chronicles each session with highlights and lessons learned, while the mystery of the sleepwalking curse unfolds throughout! We’re playing Dungeons and Dragons 5e (D&D 5e).

Start Date: 06/19/2021

Format: Discord w/Voice and Video
Tools: DnD Beyond with AboveVTT extension (Chrome/Edge, FireFox)

The Dungeons and Dragons Group

We’re a group of friends that have been playing D&D 5e together for three years and counting. While we started playing in-person around the same table, we’re now split across two states and leverage technology to connect us. Our group is comprised of three couples and we’re all in our late-twenties to mid-thirties. Sometimes we’re mature, sometimes we’re silly, and sometimes the DM (that’s me) yeets their monster off a cliff because it’s been a long day. It’s been a few months since I’ve run Dungeons and Dragons. This compact D&D campaign is my way of getting back into the groove before we resume our long-running campaign.


Campaign Primer – Player Material

Art by Jeff Brown, generously provided from the Godbound Art Pack by Sine Nomine Publishing.

Hook

The prominent dwarven scholar Vargik Tomedelver has commissioned capable individuals to carry out work he cannot: the infiltration of the Grand Archives! Why would a renowned and trusted scholar require such skullduggery? The advent of the sleepwalkers (and a strong need to maintain one’s reputation in academia) of course!

What are the sleepwalkers? Sleepwalkers are people affected by an unknown curse. They wander mindlessly in a sleep-like trance, vandalizing property and terrorizing others. The violent outbursts have been escalating — becoming more frequent and increasingly violent as the curse affects more people within the Alucinor region.

Vargik seeks to eliminate the curse and its underlying cause!

While the Grand Archives is open to the public, only a small portion of the vast and wondrous building grants access to commoners. Most of the building is restricted to VIPs, members of the board, and especially important academics.

Why infiltrate the Grand Archives? Find out more from Vargik Tomedelver!

Location

Vargik has taken up temporary residence in Somnium, one of the many townships in the Alucinor region affected by the curse.

He has requested a proper meeting at the Sleepy Owlbear, a popular tavern with a hoppin’ night crowd, affordable drinks, and an unusual barkeep.

The Grand Archives is a day’s travel from Somnium.
The surrounding area has many small towns, all part of the Alucinor region.


Big Characters for a Small Campaign

Annika L.

Annika L.

Level: 5

HP: 39
Initiative: +4

AC: 16
Proficiency Bonus: +3

Speed: 30 ft.
Vision: Darkvision 60 ft.

Race: Half-Elf
Class: Ranger | Monster Slayer

Background: OutlanderFeature: Wanderer
“You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.”

Favored Weapon: Longbow (1d8+4 | Hit/DC: +9)

Starting Goodies: Eyes of Minute SeeingThese crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Source: Basic Rules, pg. 168
| Perfume of BewitchingThis tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume’s effect are not aware that they’ve been influenced by magic.
Source: Xanathar’s Guide to Everything, pg. 138
| x3 Arrows, +1

Somna

Somna
Somna's appearance. A red tiefling woman.

Level: 5

HP: 38
Initiative: +2

AC: 18
Proficiency Bonus: +3

Speed: 30 ft.
Vision: Darkvision 120 ft.

Race: Tiefling
Class: Warlock | The Hexblade

Background: Soldier: SpyFeature: Heart of Darkness
“Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.”

Favored Weapon: BattleaxeHex Weapon. Pact Weapon (1d8+4 or 1d10+4 | Hit/DC: +7)

Favored Spell: DarknessMagical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. cont.
Source: PHB, pg. 230

Starting Goodies: Pearl of PowerWhile this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the next dawn.
Source: Basic Rules, pg. 184
| Ruby of the War MageEtched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Source: Xanathar’s Guide to Everything, pg. 138

‘Tanya V.

‘Tanya V.
Tanya's appearance - a flame haired woman.

Level: 5

HP: 49
Initiative: -1 (Adv.)

AC: 19
Proficiency Bonus: +3

Speed: 30 ft.
Vision: Darkvision 60 ft.

Race: Fire Genasi
Class: Fighter | Eldritch Knight

Background: SoldierFeature: Military Rank
“You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.”

Favored Weapon: Longsword (1d8+2 | Hit/DC: +5)

Starting Goodies: Elemental GemThis red corundum contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. Summons an Azer.
Source: Basic Rules
| Sentinel ShieldWhile holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Source: Dungeon Master’s Guide, pg. 199

Zaheer W.

Zaheer W.
Zaheer's appearance - a severe bald human man.

Level: 5

HP: 38
Initiative: +3

AC: 16
Proficiency Bonus: +3

Speed: 40 ft.
Vision: normal

Race: Human
Class: Monk | Way of the Four Elements

Background: HermitFeature: Discovery
“The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.”

Favored Weapon: Quarterstaff | Unarmed Strike (1d6+3 | Hit/DC: +6)

Starting Goodies: Ring of Water WalkingWhile wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Source: Basic Rules, pg. 193
| Seeker DartThis small dart is decorated with designs like windy spirals that span the length of its shaft.
When you whisper the word “seek” and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don’t need to see it now. If the target isn’t within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.
Source: Princes of the Apocalypse

Zorn S.

Zorn S.
Zorn's appearance - a charming brown haired man.

Level: 5

HP: 32
Initiative: +4

AC: 15
Proficiency Bonus: +3

Speed: 30 ft.
Vision: normal

Race: Human
Class: Wizard | War Mage

Background: AcolyteFeature: Shelter of the Faithful
“As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.”

Arcane Focus: Wand

Favored Spell: Lightning BoltA stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren’t being worn or carried.
Source: PHB, pg. 255
(8d6 lightning damage)

Starting Goodies: Cloak of ProtectionYou gain a +1 bonus to AC and saving throws while you wear this cloak.
Source: Basic Rules, pg. 159
| Enduring SpellbookThis spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.
Source: Xanathar’s Guide to Everything, pg. 138


Follow Their Journey!

D&D Stories | Sweet Dreams: Session #1

The session begins in Somnium, at the Sleepy Owlbear — a well-maintained, dimly-lit tavern with a bar and hot food. The party of five adventurers recently arrived, finding a table reserved for their benefactor, Vargik Tomedelver — but no Vargik, yet. The most interesting feature of the taproom is its proprietor, a narcoleptic awakened owlbear named Godfrey dozing off behind the bar. The patrons don’t seem alarmed by this. Mercifully, the players took my lackluster intro of “you’re in a tavern, maybe you’ve already met each other or not or something,” and ran with it. A rocky start, but I hadn’t DM’d (and they hadn’t played) in months.

Continue Reading D&D Stories | Sweet Dreams: Session #1

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