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D&D Campaign: The Hollow Crown
Genre: Dark Fantasy, Mystery, Undead Horror Level Range: 1–10 Setting: The crumbling kingdom of Vael Thorne, where the line of kings is cursed and shadows whisper from beyond.
Act I – Whispers in the Dark (Lv 1–3)
Start in the fog-shrouded town of Duskmere.
Investigate the “Hollow Hills” and face shadow-wights and puzzle tombs.
Reveal the cursed sigil tied to the vanished royal bloodline.
Act II – Blood of the Fallen (Lv 4–6)
Explore ancient strongholds tied to lost virtues: Justice, Mercy, Wisdom, Courage.
Key Locations:
Sunken Keep – abyssal cultists
Sable Monastery – haunted by fallen knights
Thornspire Forest – sentient, moral-testing trees
Meet Lady Erelin and The Hollow Herald.
Recover four ancient crests.
Act III – The Hollow Crown (Lv 7–10)
Descend into King’s Hollow, a sunken city beneath the earth.
Face Hollow Knights, a corrupted celestial, and the Crowned Shade.
Choose the fate of the kingdom:
Restore the land (good)
Claim the crown’s power (dark)
Break the curse but unleash worse (chaotic)
The Hollow Crown – Campaign Opening
In the crumbling lands of Vael Thorne, the last king died without a name... and the crown he wore was never lifted again.
Shadows stretch long beneath shattered spires. Villages vanish beneath cursed fog. In haunted halls, the dead whisper through cracked stone and splintered glass, waiting for their sovereign's call.
They say the line of kings was cursed — that power clung too tightly to blood, and now the blood clings back.
But the Hollow Crown stirs.
You are not of royal blood. Not yet. But destiny has chosen you to walk the path of ruin... or redemption.
Will you silence the dead — or rule among them?
Welcome to Vael Thorne.
Map of Vael Thorne
Hand-drawn map of the kingdom from “The Hollow Crown” campaign. Includes Duskmere, King’s Hollow, and the Dragon Temple.
Quest Hooks – The Hollow Crown
The Fog That Hungers: Villagers vanish into a fog that whispers their names at night. Survivors speak of shadowy figures beckoning from the Hollow Hills.
The Broken Crest: A fragment of a royal seal appears in a merchant's bag — one he swears he never took. It pulses with heat and draws undead toward its bearer.
The Hollow Herald: A skeletal rider delivers a scroll sealed in black wax to the party. It simply reads: “Return what was buried, or be buried with it.”
Dust Beneath the Monastery: Monks at the Sable Monastery are plagued by nightmares of betrayal and blood. One night, their abbot is found speaking in a forgotten royal tongue.
The Crownless Knight: A ghostly warrior guards an ancient bridge, demanding a duel before allowing passage — claiming he once served a king no one remembers.
The Thorn That Whispers: A child returns from the Thornspire Forest with a black thorn embedded in her arm. It speaks in her sleep, naming each party member in turn.
The Crimson Moat: A ruined keep bleeds red water from its broken foundation. Anyone who drinks it gains visions of the last king’s final breath.
The Map That Wasn't Drawn: A map shows a road that doesn’t exist — leading through the Vale of Echoes to a place marked only by a black crown symbol.
These hooks can start new adventures or layer into the main arc as side stories that reveal lore, introduce NPCs, or drop cursed items.
Hollow Crown – Stat Blocks
Hollow Wight (CR 3)
Type: Medium Undead AC: 14 | HP: 45 (6d8+18) | Speed: 30 ft Stats: STR 14, DEX 16, CON 16, INT 8, WIS 12, CHA 13 Resistances: Necrotic, nonmagical weapons Abilities: Fade Into Fog (Recharge 5–6): Becomes incorporeal until end of next turn. Life Drain: +5 to hit, 2d6+2 necrotic. DC 13 CON save or lose 5 max HP until long rest.
Hollow Herald (CR 5)
Type: Medium Undead AC: 17 | HP: 78 (12d8+24) | Speed: 40 ft Stats: STR 18, DEX 12, CON 14, INT 11, WIS 13, CHA 16 Resistances: Necrotic, Psychic, Nonmagical Abilities: Shadowsteed: Summons spectral warhorse 1/day. Wither Blade: +7 to hit, 1d8+4 slashing + 2d8 necrotic. Command the Fallen: Raises 1d4 skeletons or 1 wight (Recharge 6).
Crowned Shade (CR 10)
Type: Large Undead AC: 19 | HP: 180 (19d10+76) | Speed: 30 ft, fly 30 ft (hover) Stats: STR 22, DEX 14, CON 18, INT 15, WIS 16, CHA 20 Resistances: All except radiant/force Legendary Resistance: 2/day Abilities: Cursed Crown (Aura): Enemies within 30 ft take -1 on saves vs fear/necrotic. Reaping Strike: +10 to hit, 3d8+6 slashing + 3d8 necrotic. Call of the Dead: Raises all corpses in 60 ft (Recharge 5–6). Legendary Actions (3/day):
– Shadow Slash (extra attack)
– Royal Decree (force reroll a save)
– Step Through Shadows (teleport 30 ft).
Magic Items & NPC Allies – The Hollow Crown
Magic Items
Sigil of Hollow Kings (Wondrous, Rare): Once per day, grants advantage on Charisma checks with undead or cursed beings. When held, faint whispers reveal hidden truths.
Shadowbrand Blade (Weapon, Rare): +1 longsword. On hit, deals 1d6 additional necrotic. If the target dies, the wielder gains temporary HP equal to the damage dealt.
Cloak of Forgotten Names (Wondrous, Very Rare): While wearing this tattered royal cloak, the wearer is immune to divination magic and cannot be remembered by name for 24 hours after a short rest.
Crown Fragment (Wondrous, Artifact Piece): One of four pieces needed to unlock the Vault of Kings. Each fragment grants resistance to necrotic and radiant damage while held.
NPC Allies
Lady Erelin – The Blind Seer: A once-noble bloodline descendant with visions of the Hollow Crown. She offers prophecies, cryptic riddles, and minor healing magic. Resides in a ruined chapel beneath Thornspire.
Garrik Blackroot – Gravewarden: A gruff half-orc who guards the old royal crypts. Knows how to bind or delay the dead. Offers crafting help for cursed weapons and armor.
Thistle – Spirit of the Forest: An ancient fey guardian of Thornspire who appears as a glowing, root-entwined child. Can guide players safely through haunted terrain — for a price: a secret, memory, or emotion.
Sir Nareth – Crownless Knight: A ghostly warrior bound by unfinished vows. May aid the party if they prove their honor in combat or carry a relic of the old kings.
These items and allies can be layered into story arcs, hidden in tombs, granted by visions, or tied to moral choices. Many work well as boons for defeating minibosses or solving major puzzles.
Legendary Virtue Set – Relics of the Hollow Crown
These four artifacts once belonged to the true kings of Vael Thorne. When combined, they grant dominion over the Vault of Kings.
Sword of Courage (Legendary, requires attunement):
+2 greatsword. Once per long rest, you may charge through fear effects. When reduced to 0 HP, make a DC 15 CON save to drop to 1 HP instead and unleash a shockwave (2d8 force to enemies within 10 ft).
Shield of Mercy (Legendary, requires attunement):
Grants +2 AC and advantage on saves against being frightened or charmed. Once per day, you may absorb damage dealt to a nearby ally (redirect up to 30 HP to yourself).
Circlet of Wisdom (Legendary, requires attunement):
Gain +2 to WIS and INT checks. You can cast *legend lore* and *detect thoughts* once per day. If you are at 0 HP but stable, the circlet can speak through you to deliver a prophecy.
Gauntlets of Justice (Legendary, requires attunement):
When you strike a creature that has wronged you or an ally, deal an extra 3d6 radiant damage (once per turn). Enemies you deal this damage to must succeed a DC 16 CHA save or be stunned until end of your next turn.
Set Bonus: If a single bearer attunes to all four relics, they may open the Vault of Kings and command a legion of Hollow Knights (CR 5) once per campaign.
Loot Table – The Hollow Crown
Use this to randomly reward your players with unique loot based on location or challenge level.
1–2: Cursed trinket (whispers in sleep, minor illusion once/day)
3–4: 3d6 silver coins marked with the old king’s crest (worth double to collectors)
5–6: Bottle of bottled fog (creates light obscurement in 10 ft radius, lasts 1 min)
7–8: Scroll of Shadowbind (paralyze undead for 1 round, DC 15 WIS)
9–10: Hollow Ring – wearer may see spirits invisible to others once per long rest
11–12: Thorn-wrapped lantern (casts dim light in 30 ft that repels low-CR undead)
13–14: Fragment of the Crown (see item set above)
15–16: +1 cursed weapon (deals extra necrotic but whispers to the user)
17–18: Spell scroll (choose from shadow-based or necromantic spells)
19–20: Roll twice or grant a relic piece, DM’s choice
To use: Roll a d20 during treasure events or boss loot. Use this list, or adapt per location.
Random Encounter Generator – The Hollow Crown
Click the button to generate a dark, mysterious, or deadly encounter for your party:
Dungeon Map – Vault of the Hollow Crown
An ancient crypt beneath King's Hollow, this map reveals the final resting place of the cursed bloodline — and the Hollow Crown itself.
Happy Mother's Day
Lydia and the Magic Bunny
Once upon a time, in a cozy little house filled with giggles and toys,
lived a bright-eyed one-year-old girl named Lydia.
She had soft brown hair that tumbled into her eyes and the sweetest little giggle you’ve ever heard.
But her very favorite thing in the whole world was a magical
stuffed bunny with soft white fur, rainbow paws, and sparkling blue ears.
His name was Whiskers.
Every night, when the stars twinkled and the moon shone just right,
Whiskers would wiggle his nose and whisper,
"Lydia… do you want to go on an adventure?"
Lydia would giggle and nod, hugging Whiskers tight.
With a poof and a swirl of stardust, Lydia and Whiskers would float
high into the sky on a glowing, fluffy cloud.
They soared past sleepy owls, bounced on cotton candy clouds,
and waved to the moon as they drifted into a magical land
full of twinkling flowers and glowing stars.
Sometimes they’d dance with glittery butterflies. Sometimes they’d slide down rainbows.
But every time, Lydia smiled and clapped and laughed, and Whiskers’ heart glowed even brighter.
When the adventure was over, Whiskers would tuck her back into bed and whisper,
"Goodnight, little dreamer. More magic waits tomorrow."
And with her bunny snuggled close, Lydia would drift into peaceful
sleep, dreaming of stardust and sky gardens.
The End.
Shadows over Greymoor
Levels: 1-4
Story Overview: The frontier town of Greymoor is caught in the middle of a brewing war between goblins and orcs, stirred by unseen drow agents seeking to destabilize the region. The players must navigate clashing factions, reveal the drow manipulations, and protect the surface from invasion.
Acts:
Act 1: Skirmishes in the Shadows
Hooks:
Greymoor’s farms are raided, but the tracks show both goblin and orc footprints together, which makes no sense.
The local guard captain offers a bounty on goblin leaders.
A mysterious dark-robed figure is seen meeting with goblin and orc warbands at night.
Key Events:
Ambushed Caravan: Players defend a caravan attacked by both goblins and orcs who seem uncoordinated and confused.
Captured Goblin Shaman: Players capture a goblin who tells of a “Spider Queen’s whisper” leading their new chief.
Scout the Caves: Players explore Blackroot Caves, fighting goblin ambushers and discovering strange drow glyphs.
Act 2: The Spider's Web
Key Quests:
Orc Infighting:
Players infiltrate an orc camp where some orcs now bear spider-shaped scars, while others call them traitors to Gruumsh.
Reveal the Drow Manipulation:
Players find a drow outpost hidden deep within the caves, where they witness drow priestesses manipulating goblin shamans.
Choices and Chaos:
Players may:
Expose the drow to the orcs and goblins, possibly uniting them against the drow.
Take sides, choosing the lesser evil.
Fight the drow head-on, a dangerous task at low levels.
Act 3: The Siege of Greymoor
Finale:
The drow launch a surface assault using controlled goblins and orcs as cannon fodder, with poisonous spiders leading the charge.
Players lead the town’s defense, setting traps, rallying defenders, and facing down a drow priestess in the climax battle.
Ending options:
Defend the town and collapse the caves.
Broker an uneasy truce between orcs, goblins, and humans against the drow.
Goblin Skirmishers ambush travelers at night near Greymoor.
Orc scouts arguing over orders, overheard by clever players.
A cloaked drow spy seen in the village, spreading fear and lies.
Blackroot Caves Encounters:
Goblin tunnels filled with traps, spider illusions, and ambushers.
Orc encampments torn by internal strife and drow manipulation.
Drow Outpost guarded by priestesses, elite warriors, and venomous spiders.
Final Battle Options:
Defend Greymoor from a combined siege of goblins, orcs, and spiders.
Assassinate Vesha Nelithil during the chaos to end the drow threat.
Seal the Blackroot Caves using sabotage or ancient magic, cutting off the drow advance.
Key NPCs - Shadows over Greymoor
Captain Brann Holbrook: Grizzled militia captain of Greymoor, distrustful of all non-humans, but desperate enough to hire outsiders.
Vesha Nelithil: Drow priestess of House Vhaxryn, orchestrating the conflict between goblins and orcs to prepare the surface for drow expansion.
Krag Bone-Snapper: Brutal orc war chief torn between Gruumsh's will and the seductive power offered by the drow.
Snark Quicktongue: Goblin shaman manipulated by the drow. Knows the truth but is terrified of defying the Spider Queen's whispers.
Captain Brann Holbrook
Medium Humanoid (Human), Lawful Neutral
Armor Class: 17 (Chainmail, Shield) Hit Points: 45 (6d8+18) Speed: 30 ft.
Abilities
STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
16 (+3)
10 (+0)
12 (+1)
14 (+2)
Features
Veteran Commander (Recharge 5-6): Allies within 30 ft. gain advantage on their next attack roll or saving throw against fear.
Tactical Strike (1/day): Holbrook makes an attack with advantage, dealing an extra 2d6 damage on hit.
Hold the Line: Opportunity attacks are made with advantage.
Actions
Multiattack: Holbrook makes two melee attacks.
Longsword: +5 to hit, 1d8+3 slashing damage.
Heavy Crossbow: +3 to hit, 1d10+1 piercing damage, range 100/400 ft.
Personality Traits
Gruff and disciplined, Captain Holbrook distrusts outsiders but will put his life on the line to protect the people of Greymoor.
Vesha Nelithil
Medium Humanoid (Drow Elf), Chaotic Evil
Armor Class: 15 (Natural Armor) Hit Points: 55 (7d8+21) Speed: 30 ft.
Abilities
STR
DEX
CON
INT
WIS
CHA
10 (+0)
16 (+3)
16 (+3)
14 (+2)
15 (+2)
18 (+4)
Saving Throws
DEX +5, WIS +4, CHA +6
Skills
Deception +8, Insight +4, Stealth +7, Religion +4
Damage Resistances
Poison
Senses
Darkvision 120 ft., Passive Perception 12
Languages
Undercommon, Elvish, Common
Abilities
Innate Spellcasting (Drow): Vesha's spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells:
At will: Dancing Lights
1/day each: Faerie Fire, Darkness
Spider's Blessing: She gains advantage on saving throws against being frightened and ignores web terrain.
Shadow Step (Recharge 5-6): As a bonus action, Vesha can teleport up to 60 feet to a space of dim light or darkness.
Actions
Multiattack: Vesha makes two melee attacks with her poisoned dagger.
Poisoned Dagger: +6 to hit, 1d6+3 piercing damage plus 2d6 poison damage. Target must succeed a DC 13 CON save or be poisoned for 1 minute.
Command (Spell, 2/day): She can force one creature to obey a one-word command (DC 14 WIS save).
Web of Pain (Recharge 6): Vesha conjures a searing web of psychic pain. All creatures within 20 ft. must make a DC 14 WIS save or take 4d6 psychic damage and be stunned until the end of their next turn. Half damage on success.
Personality Traits
Vesha is cold, manipulative, and believes the surface world belongs to the drow. She enjoys watching enemies suffer before finishing them off, and never fights fair if she can avoid it.
Krag Bone-Snapper
Medium Humanoid (Orc), Chaotic Neutral
Armor Class: 16 (Hide Armor, Shield) Hit Points: 65 (8d8+24) Speed: 30 ft.
Abilities
STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
16 (+3)
9 (-1)
11 (+0)
13 (+1)
Abilities
Gruumsh's Wrath (1/day): Krag can unleash a furious strike, dealing an additional 2d8 damage on a melee hit.
Reluctant Puppet: Krag is under drow influence. If reminded of his people's pride (DC 13 Persuasion), he might resist the manipulation.
Intimidating Presence: As a bonus action, Krag can force one creature within 30 ft. to make a DC 13 WIS save or be frightened until the end of his next turn.
Actions
Greataxe: +6 to hit, 1d12+4 slashing damage.
Throw Javelin: +4 to hit, range 30/120 ft., 1d6+4 piercing damage.
Personality Traits
Conflicted, brutal, and proud. Krag struggles between loyalty to Gruumsh and the false promises of the drow. If swayed, he could become an ally—or a fierce enemy if enraged.
Snark Quicktongue
Small Humanoid (Goblin), Chaotic Neutral
Armor Class: 14 (Natural Armor) Hit Points: 27 (5d6+10) Speed: 30 ft.
Abilities
STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
14 (+2)
12 (+1)
14 (+2)
12 (+1)
Abilities
Coward's Cunning: Advantage on saving throws to resist being frightened or charmed.
Voice of the Old Ways: Once per day, Snark can attempt to commune with goblin spirits for guidance (DM's discretion, often cryptic).
Drow Fear: Disadvantage on attacks or checks against drow, unless freed from their influence.
Actions
Shortbow: +4 to hit, 1d6+2 piercing damage.
Poison Bomb (1/day): Throws a crude vial. 10 ft. radius. DC 12 CON save or take 2d6 poison damage and be poisoned for 1 minute.
Personality Traits
Quick-talking, nervous, and clever. Snark is terrified of the drow but holds valuable knowledge about their manipulation. If convinced he can be protected, he might side with the players.
Encounters - Shadows over Greymoor
1. Goblin Ambush Patrol (Level 1-2)
4x Goblin Warriors
1x Goblin Boss
Tactics: Ambush from terrain, flee if outmatched.
Twist: Goblins bear crude spider symbols, hinting at drow influence.
2. Orc Warband Infighting (Level 2-3)
3x Orcs
1x Orc Eye of Gruumsh
2x Orcs with drow runes, attacking their own.
Twist: Players can exploit or rally orcs against drow.
3. Drow Assassin Probe (Level 3-4)
1x Drow Elite Warrior
2x Drow Scouts
1x Giant Wolf Spider
Tactics: Night ambush with Darkness and Faerie Fire.
Goal: Scout weaknesses in Greymoor's defenses.
4. Siege on Greymoor - Night Raid (Boss Event - Level 4)
2x Goblin Bosses
3x Orcs
1x Drow Priestess (Vesha Nelithil)
2x Giant Spiders
Tactics: Goblins and orcs attack walls, Vesha uses Web of Pain to break morale.
Victory: Defend town or assassinate Vesha during battle.
5. Blackroot Caves - Spider Pit (Level 2-3)
4x Giant Wolf Spiders
Web-filled tunnels (DC 13 Athletics or Acrobatics to move).
Treasure: Tainted orc relic with Lolth's curse (cursed item).