Reavers of Stormdale
Reavers of Stormdale
Reavers of Stormdale thrusts the protagonists into a high-stakes struggle for freedom against a ruthless band of mercenaries who have seized control of the isolated, embattled land of Stormdale. In this adventure, the protagonists take on the role of daring rebels, inspiring and leading the downtrodden folk of Stormdale in a bold fight against their oppressors. Through dangerous raids, covert sabotage, and open skirmishes, will they become beacons of hope in a land teetering on the edge of despair? Will they take the dale for themselves? Only you can decide.
Stormdale
Nestled in the northeasternmost reaches of the Dalelands, Stormdale is the youngest of the dales—a small, recently established fiefdom carved out within the ancient boundaries of Cormanthor Forest. It emerged when the reclusive elven inhabitants began their retreat to Evermeet, leaving behind a rich land reclaimed by human settlers. With the Duathamper River winding through fertile valleys and thick woods, Stormdale is a patchwork of small hamlets, isolated farmsteads, and modest cleared lands, surrounded on all sides by the dense, protective canopy of the Cormanthor.
Stormdale’s natural beauty belies its isolation. The great Cormanthor surrounds the realm like a living wall, separating it from the other Dales and rendering it inaccessible to major trade routes. This remote location has sheltered the dale from larger conflicts, making it a tranquil, overlooked haven. In better days, Stormdale’s folk thrived in quiet simplicity, harvesting their modest fields, working their mills, and living in harmony with the forest.

Fullsized map here (Stormdale can be found along the elvenflow in the north)
Setting the stage
But now, the peace of Stormdale lies shattered. A company of hardened mercenaries—of unknown origin—has descended upon the dale like a plague, occupying towns, seizing stores, and brutally enforcing their rule over every village and farmstead. These reavers are relentless, exacting high taxes, extorting local farmers, and punishing any who show signs of resistance. They’ve fortified positions along the Duathamper, cut off supply routes, and hold the region under martial law. No one escapes their notice, and every whispered word of rebellion is met with swift, harsh reprisals.
The rightful lord of Stormdale, Baron Ferand Selemchant, has disappeared, along with his loyal house blades. Rumors swirl as to his fate: some say he has been imprisoned by the mercenaries, others claim he fled into the forest to rally allies. The truth remains unknown, leaving Stormdale’s people abandoned to fend for themselves.
The game
The game is loosely going to be based off of an obscure but critically acclaimed D&D adventure that I stumbled upon which has been fitted rather neatly into the dalelands in Faerun. I'm running the E6 format, which means that the world will be much grittier and more down to earth. 4th level spells and spell-like effects and above exist, but are extraordinary and beyond the reach of most mortal souls.
My ambition is to run this adventure to the end and then take status of how it went and whether the PC's want to continue. My dream is to then pivot the campaign into another larger D&D adventure, depending on the paths that the party takes. I love a driven motivated character and/or party, what adventure that is or what the future path looks like is something that can very much be affected by the players actions. I use adventures not so much as a step by step recipe as much as a framework and outline for a campaign where I will ultimately make a ton of adjustments and changes to make it fit to my world, campaign and group of players, but if anyone is curious the adventures I've been perusing have been Waterdeep: Dragon Heist, Shackled City and Red hand of Doom but should the adventurers end up wanting to go dungeon delving it could just as easily be the temple of elemental evil or something else entirely. I am absolutely not shy when it comes to stealing well-built encounters, plot-hooks, one-off dungeons and other amazing material that can benefit my players.
My prefererences it comes to what content i enjoy involves a good mixture of roleplay, intrigue, political play and mystery as well as combat.
The players
My criteria on picking players is first and foremost my gut feeling and vibes but for the sake of attracting the best possible party members and in the spirit of fair play I've decided to try and formulate what is it that makes me think "I like this person" as a player.
First and foremost I want people that are good writers and roleplayers. People with prose that paints a picture or that really brings forth the spirit of their character.
Living, breathing characters. Characters that are more than a pile of stats. Characters that have real motivations and drives. Characters that are written in a way that they actually seem like they belong in Faerun, that actually would be somewhere in the vicinity of these events. That means a character that is tied to the world, tied to the dalelands or at least tied to a reason they are travelling through or to Stormdale or Cormanthor. A character that could just as well be plopped down in a generic greyhawk campaign or any other scenario or tavern is a character I find a lot less interesting than something as simple as "Farmer bob finally had enough after his daughter came back with a black eye"
My ideal party is not full of the extraordinary. It's not a half-phaerimm psionicist, an arcane watergoblin draconic gnome archivist, a giant mineral warrior holy warrior of light and a pixie but probably more likely more ordinary characters risen to extraordinary deeds. But hey, I'm also a sucker for a good story, so who knows.
Here are some potential inspiration for plot hooks as to why you're character could be in the region.
Plot hook inspiration
Agents Provocateur
- Your character is a native of Harrowdale, a few days south of Stormdale. A local noble with vested interests learns that mercenaries have overtaken Stormdale and summons your character to his keep, commissioning them to travel to Stormdale, support Baron Selemchant, and drive out the occupying forces.
Bandit Hunting
- Your character is tracking a band of marauders who recently attacked a farmhouse. The trail leads them to northern Stormdale, where they realize the bandits are part of a larger mercenary occupation overtaking the region.
Interrupted Pilgrimage
- Your character is returning or embarking a pilgrimage to a sacred site, on their way they cross through Stormdale and discover it under mercenary occupation.
Trouble at Home
- Your character is a native of Stormdale. While visiting Harrowdale to the south they hear rumors from traveling merchants that brigands have taken over your hometown. They quickly return to investigate and protect their homeland.
Lost Caravan
- Your character was escorting or tracking a caravan carrying valuable goods, which disappeared near Stormdale. As they investigate, they uncover the mercenary occupation in the region and find that the caravan may be lost or seized by the occupying forces.
The Great Hunt
- Your character is tracking a dangerous creature that has been terrorizing nearby villages. The trail leads them into the woods around Stormdale, where they find that mercenaries have also taken control of the region, adding another layer of danger to their hunt.
Rival Mercenary Conflict
- Your character has a personal rivalry with members of the occupying mercenary force or is an ex-mercenary who has crossed paths with the occupying forces before. This history drives them to confront the mercenaries now terrorizing Stormdale.
Old Friends in Need
- Your character has old friends or distant family members living in Stormdale. They recently received a message or rumor that their friend’s village is under mercenary control, and they feel compelled to come to Stormdale to help.
Fed Up
- Your character is a native of Stormdale who has been quietly enduring the recent oppression, watching their homeland fall to mercenaries and their neighbors live in fear. With the mercenaries tightening their grip, they’ve finally had enough and resolve to rally support to push the mercenaries out.
The stats
E6 Rules (Link to read here)
Your character is level 3 on one side, and 1 on the other side in a staggered gestalt format. 3 // 1.
Ability scores are generated with point buy, with 37 points available.
All races that exist in faerun are allowed. LA up to +2 is allowed. It works by LA+1 gives you 10% experience penalty, while LA+2 gives you 20% experience penalty. A LA+2 character will start at 2100 XP and LA+1 character will start at 2400 XP and both will be level 2 // 1.
You have 1000 gold to equip your character with. I have decided that pre-crafting is NOT in effect. Where one character may have earned their way to a masterwork weapon through crafting it, another will have earned it in another way. Thus your wealth and your equipment is what it is.
You may take up to one flaw. You can build your character based on having a flaw and pick a feat with that in mind, but the flaw in question will be decided in unison with me, the DM, after the selection process.
Certain skills have been consolidated: Athletics (Swim, jump, climb), Acrobatics (Tumble, Balance), Sleight of hand (Use rope, pickpocket, escape artist, open lock, disable device), Stealth (Move silently, hide), Investigation (Search, gather information), Animal handling (ride, handle animal, animal empathy), Perception (Spot, listen), Deception (Disguise, bluff).
Elephant in the room houserules are in.
Application
What do I need from you? Of course a brief description of your character, a background story and a physical description of them. A character sheet, a breakdown of what you have spent your wealth on and how much you have left, a list of sources for the material you've used in your character (Feats, items, class, alternative class features etc) and a filled out character progression table.
| Level | Class | Base Attack Bonus | Fort save | Ref save | Will save | Class features | Feats |
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Furthermore I've prepared these writing prompts that serve to both give me as a DM a better idea of you as a player and of the character you intend to play. As well as giving you the player an opportunity to delve more into your character. Please pick one prompt and write out how your character would react or respond to the question you've picked.
Writing Prompts
◾ You just realized you accidentally shoplifted. Now what?
◾ You see an incident of domestic violence in the marketplace. What do you do?
◾ How do you feel about mud?
◾ Do you want a romantic life partner? What about kids?
◾ Have you ever had a garden?
◾ Write six things about kneecaps.
◾ When was the last time you took a bath?
◾ What is the story behind your biggest, smallest or most interesting scar?
◾ You’re sitting by yourself, bored, and build a little tower of stones. Someone comes along and kicks it down. What do you do?
◾ What do you do when you’re bored?
◾ What’s a physical remnant of the past that you carry with you now?
◾ When you arrive in a town, what is the first merchant you seek out?
◾ Who taught you how to read and write? Do you remember it?
◾ Favored sleeping position.
◾ Do you ever have dreams? Nightmares?
◾ Who taught you to fight? What was your first weapon?
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