Company of the Dragon: Headquarters

In which I detail our adventurers' base of operations...

The Company of the Dragon

The Company of the Dragon is the most renowned and longest standing adventuring company in Doran, Hildettar and perhaps the world. Every 5 years or so the Company recruits for new members to join its illustrious ranks.

At the start of the campaign all of the players need a reason to join the Company. Try your best to be inventive and tailor them to your characters:

  • They are put forward by a trusted friend who has contacts in the Company.
  • An unknown ally or admirer puts them forward.
  • They sign up after hearing Simmon's tales of the derring-do and, more importantly, treasure available to successful applicants.
  • A mentor suggests they apply.


The Company's headquarters is based in Doran on the west side of the river, just above Pelor Plaza. Originally a fairly opulent mansion it has been extensively remodelled over the last 200 years to form a base of operations with training facilities and amenities for adventurers of all types.

Ground Floor

Uninitiated characters only have access to the unlocked rooms on the ground floor at first:

  • The break room: The social hub of the Company, this room is where meals are served and ale is drunk. Adventurers often regale each other with their exploits in here. Krug is often found in here between adventures.
  • The entrance hall: The entrance way to the building contains a large staircase to the first floor and storage for weapons and gear. The room at the back provides an entrance to the basement.
  • The briefing room: Several desks line the entrance to this room where Yates and his fellow clerks carry out the administrative business of the Company and greet visitors. The room has enough seating for around 30 adventurers to be briefed on missions. The hallway in the back leads to the offices of more senior members, including Captain Samuel, the library and the dormitory.
  • The dormitory: 3 bunk beds can sleep up to 6 Company initiates for free.
  • The library: access needs to be granted by Yates who is preciosu of his keys.

Once they have completed a mission for the company they can stay in the dormitories and eat & drink for free (equivalent to Modest living conditions from the PHB).

 Click for larger version

Click for larger version

First Floor

Until the players have progressed beyond being initiates the majority of these rooms are locked. There are two more dormitories with bunk beds and several bedrooms with nicer beds for more experienced Company members or visitors to stay in.

<Map and details will be filled in when my players reach this point>

Second Floor

Inaccessible to the PCs until they graduate from being initiates.

<Map and details will be filled in when my players reach this point>


Inaccessible to the PCs until they graduate from being initiates.

<Map and details will be filled in when my players reach this point>


Notable NPCs

Company Members

  • Krug, Orc Barbarian. An orphaned orc who was found by a roving warrior band. He eventually made his way to Doran where he easily proved himself to the Company. He has never sought accommodation outside the Company's walls and is often found in the bar enjoying strong beer or a kind of grog of his own devising. An accomplished fighter he has saved many of his fellow adventurers including, most regularly, "that shiny git" otherwise known as Galavar.
  • Galavar, Human Fighter. The polar opposite of Krug. While he can talk the talk he most certainly cannot walk the walk (at least not as well as he claims). Coming from a noble background he has always had the nicest gear and the shiniest armour. His success is a mixture of dumb luck, natural charm and the expertise of his fellow adventurers. He will claim credit where credit is due (which he thinks is always).
  • Veronica, Human Paladin. Gallant, chivalrous and determined. Veronica's parents were killed when she was young and she was taken in by the Temple of Pelor. Instead of restoring to revenge she was driven to make the world a better place so that the same thing will not befall other children. Galavar thinks he'll win her over one day. He is quite mistaken.
  • Marthys, Elven Wizard. The most studious in her class at the College of Evocation Marthys doesn't at first glance seem to be the typical adventurer. After 50 years of poring over texts at the college she decided to go out into the world to hunt down obscure scrolls and spells. Despite her bookish nature she is one of the most versatile company members, given enough time, due to her extensive spellbook.
  • (Captain) Samuel Bonner, Human Fighter. The head of the Company. He earned his rank of Captain fighting against the orcs to the east as part of a human and elf alliance. Though he retired from the military many people still refer to him by that title out of deference to his skill at arms.

Support Staff and Associates

  • Simmon, Human Bard. A recruiter for the Company. He is often found spinning tales of the great wealth potential recruits can earn (if the survive long enough). It's not the greatest job but it pays him well and keeps him in tavern expenses.
  • Yates, Human clerk. The head clerk of the Company and the first character many of the players will meet. He is responsible for 5 junior clerks and signing up new recruits. He also caries out the majority of the accounting and administrative tasks. He can provide players who are not yet members of the company access to the library if he thinks they will be respectful of the books.
  • Lord Melworth, Human noble. The richest and longest standing benefactor of the Company. He takes a keen interest in the workings of the Company from the newest recruits to the more famous adventurers. He is related to Galavar by a distant cousin and so easily sees through him (this doesn't stop Galavar from playing up the connection, however). He has a strong respect for Krug after a raid 5 years ago where Krug saved his husband from bandits. His connection with Samuel goes even further back and they are good friends with Melworth always ensuring the Captain has a good supply of fine wines and brandy in his office should he pop over to chat to him. 


The Company of the Dragon interior was designed using Hobbyte's Dungeon Builder. This blog makes no income and so I am able to show these maps here under the terms of my Dungeon Builder license.

Samuel Bonner's name comes straight from Artemis Games' Character Cards. The character himself is inspired by his card.

Keep on Advneturing!

Company of the Dragon: Doran

Company of the Dragon: Doran

In which I detail the Human capital...

I'm starting a new 5th Ed D&D campaign soon. I've decided to come up with my own world based on some ideas I have had in my head for far too long. I'll be detailing locations (and if I have time, regaling you with stories of the campaign) on this blog. I'll only be uploading information that the players already/are supposed to know here.


Doran is the capital of the human realms (known as Hildettar*) and where the characters will be starting. It is situated along the river Duinas† that flows from the lands of the Wood Elves to the North.

Previously Doran was the seat of the greatest of the human kingdoms ruled by an absolute monarchy. Following a troubled succession the final King, Lucius IX gave up his power and appointed a council of advisers to rule in his stead. In the last 70 years this has transformed into a (somewhat) representative democracy that has ushered Doran and its territories into a new era of economic prosperity.

*This is taken from the High Elvish roots for human and land.

†The root for this word is simply 'river' in Wood Elvish.

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The Wizard's Tower: Meet Jasper

Cool Art @

In which I get ready for a new campaign in an old system...

The Wizard's Tower

The campaign is The Wizard's Tower in which the party are snatched out of their lives to be put to the test in a tower owned by an evil wizard. What could possibly go wrong?

It sounds a bit like the Death Zone from Dr. Who and hopefully will test our roleplaying while almost definitely killing our characters in hilarious ways. I wont reveal too much about the campaign on here as I think the DM may wish to re-use it in the future.

Our characters are rolled and tonight we start in earnest!

A Cat Named Jasper

I will be playing a Tibbit adjusted to work with 2nd ed. So far I have only decided on his common name (cats have 3 names, see below), Jasper, for his green eyes and because I used to have a cat called Jasper. I'm looking forward to randomly transforming into a cat to the befuddlement of my enemies and the party.

I am playing a pretty standard rogue (expect for the turning into a cat part) but I'm planning on roleplaying as conceited a character as possible. He will look down on all the others as inferior. So basically a humanoid cat!

I'm also toying with the idea of him being of noble birth (or at least thinking he is) we'll see how that turns out as the campaign progresses.

Jasper's Diary

At some point during 24 hours our characters are going to be kidnapped and the DM wanted to know what we'd be up to. I have written the events of Jasper's day in the style of his diary:

The Diary of Jasper: 2nd of Eleasis

It was a normal midsummer’s day and I awoke, as is my want, at the leisurely time of ten. I sauntered down to the kitchen and prepared a light breakfast of smoked kippers and toast. I perused the local paper over a cup of aromatic tea.

Having divested myself of my silk pyjamas I put on my finest clothes to head out into town. I was meeting Saskia for lunch and was looking forward to hearing news from home. I always set off early so that I could meander through the alleyways and enjoy the warm sun on the road.

At around noon I had made it to the outskirts of the town and, with at least an hour left to spend, I dallied at the local bookshop. Sadly my new copy of Carnesîr’s “I Thelion”* had yet to arrive so I sat in the park and basked in the warmth of the midday sun.

We met at my favourite bar. It had been years since I’d last seen her so we talked for hours about home, friends old & new and all those little things you do with old friends. The wine flowed generously and so did the port. The hours flew past and it was as if no time had passed at all. A truly glorious afternoon!

It was about five as I hugged her goodbye and set-off home. I felt an inebriated need to run free so I crouched and changed into my feline form in a nearby alley. I jumped to a low garden fence, then leapt to a nearby roof. I ran with reckless abandon. It was so good to feel the find in my face and skitter across the rooftops. I chased a finch from near the edge of town, pounced, and missed it by a hair. Then I landed gently at the town’s edge and bounded off down the path towards home and a well-earned afternoon nap.

I ran home and arrived a little after half five. I proceeded around to the back of the cottage and clambered through the window I always left ajar for such occasions. I curled up in front of the fire to have a long, luxurious nap.

Or at least that’s what I had planned…

Jasper Esq.

*Who’s Who in Sindarin Elvish

Tom Out!

P.S. The Naming of Cats

The Naming of Cats is a difficult matter, It isn't just one of your holiday games; You may think at first I'm as mad as a hatter When I tell you, a cat must have THREE DIFFERENT NAMES. First of all, there's the name that the family use daily, Such as Peter, Augustus, Alonzo or James, Such as Victor or Jonathan, George or Bill Bailey— All of them sensible everyday names. There are fancier names if you think they sound sweeter, Some for the gentlemen, some for the dames: Such as Plato, Admetus, Electra, Demeter— But all of them sensible everyday names. But I tell you, a cat needs a name that's particular, A name that's peculiar, and more dignified, Else how can he keep up his tail perpendicular, Or spread out his whiskers, or cherish his pride? Of names of this kind, I can give you a quorum, Such as Munkustrap, Quaxo, or Coricopat, Such as Bombalurina, or else Jellylorum- Names that never belong to more than one cat. But above and beyond there's still one name left over, And that is the name that you never will guess; The name that no human research can discover— But THE CAT HIMSELF KNOWS, and will never confess. When you notice a cat in profound meditation, The reason, I tell you, is always the same: His mind is engaged in a rapt contemplation Of the thought, of the thought, of the thought of his name: His ineffable effable Effanineffable Deep and inscrutable singular Name. T S Eliot

The Dread Gazebo

The Dread Gazebo

This is a repost of an famous internet story archived here for posterity.The 'original' post can be found here: . A YouTube rendition can be found here:

...In the early seventies, Ed Whitchurch ran "his game," and one of the participants was Eric Sorenson. Eric plays something like a computer. When he games he methodically considers each possibility before choosing his preferred option. If given time, he will invariably pick the optimal solution. It has been known to take weeks. He is otherwise, in all respects, a superior gamer.

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Who Is Ceres?

This is a repost of an infamous internet list archived here for posterity. The original version of this quotes page was on Geocities has been archived as well.

"I cast detect evil." "You pass out from the overwhelming evil." "I cast detect evil." "You pass out from the overwhelming evil. After about a minute, Moe wakes up." "I cast detect evil." ~ Moe / Ceres (DM) / Exsam / Ceres / Moe Comments: "How many times must one be scalded by a hot pan before one realizes its hot?" -- Jaimas

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2275 things Mr. Welch Can No Longer Do During an RPG

This is a repost of a famous internet list archived here for posterity. The original post is on Live Journal and starts here:

  1. Cannot base characters off the Who's drummer Keith Moon.
  2. A one man band is not an appropriate bard instrument.
  3. There is no Gnomish god of heavy artillery.
  4. My 7th Sea character Boudreaux is not 'Southern' Montaigne.
  5. Not allowed to blow all my skill points on 1pt professional skills.
  6. Synchronized panicking is not a proper battle plan.
  7. Not allowed to use psychic powers to do the dishes.
  8. How to serve Dragons is not a cookbook.
  9. My monk's lips must be in sync.
  10. Just because my character and I can speak German, doesn't mean the GM can.
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