⚔ LOST MINE OF PHANDELVER
The Triboar Trail
In-Game Time
Weather
☀️
● EXPLORE
Aldric Stormhand
Human Fighter · Level 3 · Soldier
🗡️
AI Portrait · click to regenerate
Hit Points
8 / 24
Armour Class
16
Speed
30
Strength
16
+3
Dexterity
14
+2
Constitution
14
+2
Intelligence
10
+0
Wisdom
12
+1
Charisma
8
−1
Skills
AthleticsSTR+5
AcrobaticsDEX+2
StealthDEX+2
ArcanaINT+0
PerceptionWIS+1
InsightWIS+1
IntimidationCHA+1
PersuasionCHA−1
Combat
Initiative
+2
Proficiency
+2
Hit Dice
3d10
Passive Perc
11
Death saves
Attacks
Longsword+51d8+3 S
Longsword 2H+51d10+3 S
Handaxe+51d6+3 S
Identity
Species
Human (Variant)
Background
Soldier
Alignment
Lawful Neutral
XP
900 / 2,700
Languages
Common, Dwarvish
Age
32
Class Features — Fighter 3
Fighting Style: Dueling
+2 damage wielding melee weapon in one hand.
Second Wind [Available]
Bonus action: regain 1d10+3 HP. Once per short rest.
Action Surge [Available]
Take one additional action. Once per short rest.
Champion: Improved Critical
Critical hit on 19–20.
Attunement Slots
Amulet of Protection
Empty
Empty
Save DC
Atk Bonus
Ability
None
Aldric has no spellcasting.

Switch to a spellcaster to see their spellbook.
Example — Lyra's Spells:
1st Level
Magic Missile
evocation
Detect Magic
divination
2nd Level
Hold Person
enchantment
Shatter
evocation
Personality
"I can stare down a hell hound without flinching." The disciplined calm of someone who has seen real war.
Ideal
Greater Good. Our lot is to lay down our lives in defence of others.
Bond
I fight for those who cannot fight for themselves.
Flaw
I made a terrible mistake in battle that cost many lives.
Backstory
Twelve years as a Neverwinter soldier before mustering out after a siege that haunts him still. Took work as a caravan guard.
🏔️
Scene art — AI generated each scene change
Cragmaw Hideout · Ravine Entrance
Dungeon Tension
Dungeon Master
The cave mouth yawns before you, bones hanging from the timber frame, smoke drifting from within. Klarg looms at the entrance — seven feet of muscle and malice.
Klarg
"You kill Klarg's goblins. Klarg's GOBLINS!"
⚔ COMBAT BEGINS — Initiative rolled
Aldric — Ryan
I drive my longsword forward at Klarg's ribs.
Attack 24 · Hit · 9 damage · Klarg bloodied
Dungeon Master
Lyra's Magic Missiles slam into the goblin. It crumples. Bramwick — you're up.
A
Aldric
16
L
Lyra
14
Bw
Bramwick
12
T
Theron
11
G
Goblin
9
M
Mira
9
K
Klarg
8
Sv
Sable
7
⚔ Bramwick's Turn — Round 2
Move: 25 ft  ·  Sneak Attack available  ·  Cunning Action ready
Roll:
Action✓ Used
Attack (Shortsword) used this turn
Dash double movement
Disengage no opportunity attacks
Dodge attacks vs you at disadvantage
Help give ally advantage
Ready set a trigger reaction
Use Object healing potion etc
Bonus ActionCunning Action
Cunning Action: Dash rogue feature
Cunning Action: Disengage rogue feature
Cunning Action: Hide Stealth check
Reactiontriggers off-turn
Uncanny Dodge halve one attack's damage
Opportunity Attack enemy leaves melee range
Move25 ft left
Click your token on the map to move
Split movement around actions
Difficult terrain costs 2 ft per ft
Enemies
K
Klarg
Bloodied
Enraged
15ft
G
Goblin 1
Hurt
20ft
G
Goblin 2
Defeated
Attack 24 · Hit · 9 damage · Klarg bloodied
Lyra: Magic Missiles · Goblin 2 defeated
DM: Bramwick — the path to Klarg is open. Goblin 1 is hurt and twitching.
The Party
Tactical Map · Enemies north · Party south
PC
Enemy
½ cover
¾ cover
full
Enemies — condition only, not HP
K
Klarg (Bugbear)
Bloodied
Enraged
15 ft
G
Goblin 1
Hurt
20 ft
G
Goblin 2
Defeated
Dice Roller — players roll, DM rolls enemy dice
Pick a die above
Mod