Sins of the Past
for the world's greatest roleplaying game
- Lead Designer/Producer. Kevin Kragenbrink
- Contributing Authors. Autumn, Iceciro
- References. Player's Handbook, Dungeon Master's Guide
- Cover Illustator. Peter Lee
- Interior Illustrators.
On the Cover
Peter Lee depicts a terrifying and broken church with malevolent energies pouring out into the graveyard, all beneath the light of a watchful moon.
- 1 Credits
- 2 Setting
- 3 House Rules
- 4 New Class Options
- 4.1 Cleric
- 4.2 Paladin
- 5 Story
- 6 Characters
- 6.1 Player Characters
- 6.2 Non-player Characters
Set in the northeast of Faerûn, in the year 1491, this is a story of political intrigue, demonic possession, and the struggle against oblivion.
'Tis all a sava board of nights and days,
where destiny with men for pieces plays:
Hither and thither moves, and mates, and slays
And one by one back in the closet lays.
Throughout this story, there are several recurring themes which drive the plot. These themes form the core of the story, and set the tone for how it will progress from humble beginning to dramatic end.
Some know the pain of losing their loved ones to the betrayal of a trusted ally, while others have allowed themselves to become the betrayer, sacrificing their ideals for their own sake. Whatever the case, betrayal runs rife in this story. Who can you trust when everyone you know has betrayed you?
Invoke this theme when you are actively betraying someone, or when you are committing a clear act of vengeance against someone you know has betrayed you.
Compel this theme when you are being betrayed by someone, or when you betray yourself in a manner that will be harmful to you.
For those who suffer, temptation is a constant questionable companion. For the poor, it is wealth; for the meek, it is glory; for the wronged, it is vengeance; for the doomed, it is hope. Temptation bears many forms and faces, but only rarely does succumbing to its embrace offer anything but greater hardship, in the long run.
Invoke this theme when you resist a temptation, or overcome a temptation you have already fallen to.
Compel this theme when you allow yourself to fall to temptation at the expense of yourself or others.
In the face of so much adversity, it's easy to just give up and walk away. The truly heroic, however, are those who refuse to take such an easy road. Those who labor hardest find their rewards the sweetest, or so it is sometimes said.
Invoke this theme when you choose to continue when it would be easier to quit, or when overcoming a compulsion to give in.
Compel this theme when you choose to give up easily, even though it will cost you something important.
|1372||Lolth goes silent for several months, and her enemies move against her.|
|1373||Elistraee and Lolth begin a divine game of sava, with mortals as the pieces, and the fate of the Drow as the outcome.|
|1374||Shar begins a war across Cormanthor and the Dalelands, and draws on her allies, the Princes of Shade, in an attempt to claim Myth Drannor and to wrest control of the weave from Mystra. She is thwarted by Acheron's Call, a band of adventurers hailing from all over the realms.|
|1377||Kiaransalee joins the divine sava game as a third player, attempting to disrupt Eilistraee's position.|
|1379||Eilistraee and Kiaransalee are both wiped from existence.|
|1385||Despite Shar's defeat a decade earlier, Mystra is slain by Cyric and the weave begins to collapse. The Spellplague begins. Many of the gods are killed during the ensuing chaos.|
|1395||The Spellplague finally comes to an end, with the final collapse of the weave. The world is reshaped as Abeir and Toril are unified.|
|1464||King Murtil Dragonsbane dies of mysterious causes. Yarin Frostmantle ascends to the throne of Damara.|
|1467||Yarin Frostmantle is cursed with infertility, though none of his healers are able to discern the cause.|
|1479||Mystra and the Weave are restored.|
|1485||King Yarin Frostmantle dies of a wasting sickness. The Shadow War begins.|
|1486||Sarkanyelj is overrun by the armies of Duke Arud. Arud's coup is almost entirely bloodless, due to overwhelming force, and the betrayal of a member of the town watch: Eril Vendant.|
|1487||House Sarcalt falls, betrayed from within by its own guard. The entire family is slaughtered overnight, all except for the youngest daughter. Rivora escapes into Narfell, and the Damaran nobility loses track of her movements.|
|—||The Sundering ends as Abeir is torn away once again. Many deities previously thought gone have managed to return to life by the conclusion of this event: Mystra, Helm, Mask, Lathander, Bhaal, Eilistraee, Vhaeraun are known examples.|
|1489||Azmigel, the copper Dragon, is slain by a company of Tormites, Tyrans, and the paladin Kaermar. The party had been manipulated by false information into believing it was a Black dragon. Kaermar the Paladin is disowned by Bahamut for his part.|
|1491||Current Campaign Year|
Welcome to the Cold Lands
- One of only two permanent settlements in Narfell
- A trade town along the Long Road
- The Nars are still Barbarians, even if they've settled down
- Lots of drunken fun
- Small town near iron mines
- Rumoured to be guarded by a powerful dragon
- Eastern edge of Damara along the Long Road.
- Betrayed by Eril Vendant.
- Currently under Duke Arud's control.
Dungeons & Dragons® is a game of Story first, Rules later. Although the system is generally considered very crunchy, the story must always be given priority over the rules. Most of the house rules on this page are designed with this goal in mind.
The following are rules of etiquette and the table. They have no bearing on mechanics, but do influence how you play and interact.
Challenging the Rules
Players are encouraged to call the DM on his mistakes. To do so, state clearly that you want to challenge a ruling, which ruling, and what you think the mistake was. The DM will then review the ruling a second time, probably taking some time to double check the books. Do not argue while the DM is looking things up, but do answer any questions. After review, the DM will make a revised decision. At this point, the ruling cannot be contested again during the game. If you wish to continue the discussion, please do so outside of game time.
Any custom content you wish to use should be copied onto this wiki for the DM's reference. The DM encourages custom content, and enjoys creating it himself, so if you wish to include something in the game, just ask!
When you level up, you must roll to determine your new hit points. You may not take the average for your class.
The following rules have been directly changed from those that appear in the PHB or DMG.
Characters may be attuned to a number of items equal to their proficiency bonus.
When you reach 0 hit points, you gain a level of Exhaustion.
With DM Permission, if your character dies, you may instead choose to have your character live on with an injury (DMG pg. 272).
The DM may award Inspiration to a player at any time. A player either has or does not have Inspiration; it cannot be stacked.
Inspiration can be used to force a reroll of any single d20 in the game, whether it is the DM's, the player who has Inspiration's, or another player's.
Inspiration cannot be transferred to another player; the player who has inspiration must choose which d20 roll to use it on.
When you reach 8th level as a Cleric, you may choose between Potent Spellcasting (from the Knowledge and Light domains), or Divine Strike (from the Life, Nature, Tempest, Trickery, War, and Death domains).
Advantage and Disadvantage only cancel one instance of the other. For example, if you have Advantage from two different sources, and Disadvantage from one source, you will roll with Advantage, because the Disadvantage cannot cancel both sources.
The following rule expansions are used in this game.
The following rule variants are in effect:
- Action Options: Climb onto a Bigger Creature (DMG 271)
- Action Options: Disarm (DMG 271)
- Action Options: Overrun (DMG 272)
- Action Options: Shove Aside (DMG 272)
- Action Options: Tumble (DMG 272)
- Encumbrance (PHB 176)
- Equipment Sizes (PHB 144)
- Feats (PHB 165)
- Hitting Cover (DMG 272)
New Class Options
Although the moon is a source of light, it's a reflected light and not its own source. Where the sun radiates effulgent glory, burning away lies and revealing or destroying what hides in shadows, the moon tempers that heat and provides light in more measured portion. It provides a luminous beacon in times of darkness while allowing the world's mysteries room to grow. The moon's light dances with the shadows, rather than banishing them.
Gods and Goddesses of the moon are often also closely associated with the natural world, magic, beauty, or the hunt. While many deities of the night or the dark are evil, those of the moon are often Good or Neutral, providing refuges in the sunless hours that are frequently so full of danger.
|1st||Faerie Fire, Sleep|
|3rd||Mirror Image, Moonbeam|
|5th||Fear, Hypnotic Pattern|
|7th||Confusion, Hallucinatory Terrain|
Acolyte of the Moon
At 1st level, you gain access to the Moonshadows cantrip. You also gain proficiency in one martial weapon of your choice and one of the following skills: Bluff, Stealth, or Performance.
At 1st level, when casting any spells that reduce the illumination in an area, such as Darkness or Moonshadows, you can choose a number of targets up to your Cleric level who may treat the area as one degree brighter than the spell normally allows: Darkness becomes Dim Light, while Dim Light becomes Bright Light. This ability can never provide more visibility than the natural illumination of the area.
Channel Divinity: Invoke Lunacy
Starting at 2nd level, you can use your Channel Divinity as an action to invoke the madness so often associated with the moon. 25 + 5 per cleric level hit points of hostile creatures will be affected by this spell. Hostile creature within 30 feet of you are affected in ascending order of their current hit points (ignoring unconscious creatures). Each affected creature is randomly afflicted with an effect from the Short-Term Madness Table (DMG pg. 259). This madness lasts for one minute, or until the creature takes damage or someone takes an action to shake or slap them back to their senses.
Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creatures hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
Channel Divinity: Moon's Turning Face
Beginning at 6th level, you can use your Channel Divinity to alter your form as an action. This effect lasts for up to one hour, and provides the same options as the spell alter self.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold or radiant damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Some Level 18 Ability Here.
This is the text of the level 18 ability.
Oath of Dragons
Dragons are some of the most powerful creatures in the world, and some of the most mysterious. Dragons stay aloof from much of mortal affairs, unless there is a dire need, but their mystery inspires curioistiy in the minds of mortals. Some individuals, those who are inspired by the strength of dragons, plege their lives to emulation of these great souls. They strive to reach the lofty heights these creatures sit at, and some care little for mortal definitions of king, country, or gods.
Often, they seek out rare and dangerous magical items - some, to protect them from those who would use them for evil, and others simply to add to their 'horde'.
Such dedication can be formal or informal. Perhaps the paladin was inspired by a particular dragon's act of valor or destruction, perhaps the paladin is a follower of Bahamut or Tiamat, or perhaps the paladin just wishes to emulate the great strength of Dragons.
No matter the case, the paladin has been inspired by and infused with draconic magic. All paladins who take the Oath of Dragons furthermore choose a specific type of dragon to be inspired by.
Tenets of the Dragon
The tenets of the Dragon are somewhat informal, defined only by the traits of the dragons that paladins of this oath seek to emulate. These traits are simple:
Strength: While treasure is nice, true strength comes not from what you own, but what you're capable of. Resist the lures of false, temporary forms of power in your quest.
Perspective: Dragons live for centuries, and understand that temporary solutions have permanent consequences. Aid the weak to solve their own problems, and be prepared to end a threat permanently to ensure lasting protection from its return.
Honor: Reward those who aid you. If another being proves worthy of you, gift them with something to enable their strength to grow further.
Breath: Make every exhalation bring with it power and purpose. Whether by speaking out against darkness or plunging others into it, make your mark boldly with deed and word.
You gain oath spells at the paladin levels listed.
|3rd||absorb elements, detect magic|
|5th||earthbind, hold person|
|13th||elemental bane, Leomund's secret chest|
|17th||hold monster, legend lore|
When you take this oath at 3rd level, you choose one Draconic Inspirations from the list below. This inspiration is the type of dragon you seek to emulate. Your Oath abilities utilize the damage type associated with this type of dragon as you level, and a dragon of this race is generally your mentor, if you had one.
While most who take the Oath of Dragons are good-aligned crusaders, seeking to protect the world from evil, not all are. Some who have darker aims reverse the chromatic dragons, and attempt claim their strength for their own personal gain.
Other kinds of dragon may be suitable as inspirations: discuss their damage type with your DM.
|Draconic Inspiration||Damage Type|
|Brass, Gold, Red||Fire|
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Breath Weapon: As an action, you can exhale a blast of destructive energy. Your Draconic Inspiration determines the damage type. When you use this ability, you may choose either a 15ft cone or a 30ft line of energy.
Each creature in the area of the exhalation must make a Dexterity saving throw. A creature takes damage equal to your Paladin level +2d10 on a failed save, and half damage on a successful one.
Draconic Roar: As an action, you can call upon the powers of the dragons you revere, and for a moment, challenge an enemy with the ferocity and energy of a dragon's roar. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Dragons have immunity to this effect, but other creatures that speak Draconic have disadvantage on the save.
On a failed save, the creature is frightened for 1 minute or until It takes any damage. While frightened, the creature's speed is 0, and It can't benefit from any bonus to its speed.
On a successful save, the creature's speed is halved for I minute or until the creature takes any damage.
When you take this oath at 3rd level, you gain an additional upgrade to your Divine Smite. Instead of dealing 2d8 radiant damage, you may choose to deal 1d8 + your charisma modifier in damage of the same type as chosen for your Draconic Inspiration. Otherwise, this feature remains the same (including adding 1d8 damage for each spell level above 1st used.)
At 11th level your Improved Divine Strike feature is replaced. All of your attacks now deal an extra 1d8 damage based on the damage type of your Draconic Inspiration, instead of radiant damage.
Aura of Elemental Resistance
Beginning at 7th level, draconic power emanates from you. You, and friendly creatures within 10 feet of you have resistance to damage of your Draconic Inpsiration's element.
At 18th level, this aura's range increases to 30 feet.
At 15th level, parts of your skin are covered by a sheen of dragon-like scales, providing +1 to your AC and immunity to the damage type associated with your Draconic Inspiration.
Additionally, your aging slows to an imperceptible crawl, and you can no longer be magically aged.
At 20th level, you can assume the form of a lesser dragon. You can choose to either transform into a humanoid half-dragon form with great wings, (your clothing and armor must be made to accommodate this) or you may choose to transform yourself and everything you carry fully into a lesser dragon. For two minutes, you gain the following benefits:
- Wings sprout from your back and you gain a fly speed of 60 feet.
- You gain resistance to bludgeoning, slashing, and piercing damage.
- Whenever you cast a spell that has a casting time of 1 action, you may cast it with a bonus action instead.
- You have unlimited uses of your Breath Weapon, but you must wait 1d4 rounds between each use.
The story of this campaign will go on for many years. In this section, players will find session logs, notes on prominent NPCs, and a summary of the events so far.
Chapter 1: The Pudding King
Summary: The town of Jiyyd seemed a safe place to rest, until it was attacked overnight by demons that set the town ablaze. In the midst of the confusion, Ekaterin's most prized possession--the Codex of the Long Death--was stolen. Our heroes track the Codex through days of travel into the Dunwood, whereupon they discover an ancient temple to the Demon Lord Jubilex, run by a powerful and ridiculous gnome named The Pudding King.
- Session 1
- Session 2
- Session 3 (3.1)
- Session 4
- Session 5
- Session 6
- Session 7
- Session 8
- Session 9
- Session 10
- Session 11
- Session 12
Chapter 2: Highkeep
- Session 13
- Session 14
- Session 15
- Session 16
- Session 17
- Session 18
- Session 19
- Session 20
- Session 21
- Session 22
- Session 23
- Session 24
- Session 25
- Session 26
- Session 27
Chapter 3: Through Polten
As one of the last members of a bloodline renowned centuries ago as warriors and military leaders, Jokul was given through the tradition of the Sarcalt family a place close to them within their guard, effectively becoming one of their closest bodyguards. When House Sarcalt fell, he was the one who smuggled Rivora out of the country before assassins could get to her; although, in secret, he was the one responsible for the deaths of her family, briefly driven by a considerable bribe that carried the temptation of uplifting the Kolvar name once more.
Though he was once known in Carmathen as a frighteningly skilled swordfighter, four years of despair- and guilt-driven alcoholism along with stagnation in hiding and maintaining a low profile has reduced him to merely a shadow of the man he used to be; even after the appearance of Eril and Kaermar urged him and Rivora on the journey, he is still cynical, easily driven to drink and seemingly only ever motivated by ensuring Rivora's safety.
Baron Otavi Aloan
The Baron of Ostel was once well regarded as a fair and wise man, if a little peculiar. He was generous and kind, and yet he never took a wife, and rumours abound that he had taken his majordomo for a lover. As age and senility have settled, however, Baron Aloan's lack of an heir has become a matter of concern for Ostel. His Majordomo now generally oversees the barony's daily needs, whilst working diligently to try and coax his lord into producing a viable heir.
Baron Thasek Telor
The Barony of Bloodstone claims to have been the birthplace of the first of the Dragonsbane bloodline, and thus home of King Gareth Dragonsbane, more than a century ago. Now, the barony is barely holding onto its lands, as the Vaasans wage war against weakened Damara's western front. Were it not for the aid of Brandiar's troops, Bloodstone would likely have fallen already.
Duchess Wynifred Justin
Soravia is, without question, the largest duchy in Damara, even after the loss of nearly a sixth of their land, and it is ruled by a fair but unyielding woman who should have passed on her position when her husband died seven years ago. None have dared to remind Duchess Wynifred Justin of this fact, just yet; not even her three sons and four daughters, all of whom openly support their mother's rule. Her people generally love her, and follow her stance of not putting up with bullshit.
Duke Fathred Hillard
Fathred Hillard, Duke of Brandiar, is a pragmatic veteran nearing his eightieth year. He doesn't have time for politics, bickering, or manipulation, and has absolutely no interest in the crown, nor in who holds it. A good part of this is because he is just too damned busy aiding neighboring Bloodstone in the war against the Vasaans. It's too bad, because he'd probably make a good king--or one of his two sons, might--if he cared to reach for it.
Duke Mikheil Rykov
Duke Rykov oversees the Duchy of Arcata, and is generally regarded as a fair but unambitious man who means well, but often overlooks details. It is unlikely Rykov wants the throne for himself, but that doesn't make him uninvolved in the politics of the capital; Rykov is deeply concerned that whoever should get it be moral and fair.
Duke Zoran Arud
The Duke of Polten, Zoran Arud has given each of our heroes their own special reasons to hate him. Duke Arud is both ambitious and unscrupulous in his pursuit of the crown, and seems to believe that warfare and backhanded dealings are the best way to achieve his goals. There are even rumours that he ordered the murder of the king!
A sassy barmaid, and owner of the Nar Do Well Tavern in Jiyyd. She'll gladly wade into battle with a frying pan for her tavern, and uses it equally well on the idiotic Nars when they get too deep into their cup to remember where their hands belong.
Lord Regent Knight-Castellan Artanis Migelo
Artanis Migelo was never regarded as a great man. He did his job, he led his troops wisely, and he followed orders. If he'd died before his king, that might have adorned his grave marker. Now, he stands as one of the last bastions against outright treason by holding the key to the gates of Heliogabalus in trust until a rightful King is approved by the Ducal Council. Meanwhile, he acts as Lord Regent of Morov, ensuring the barony doesn't utterly collapse, economically.