D&D 5E (2024) King Graham Lives (in dnd!)

This post compiles the prominent heroic figures from the classic King's Quest series, reimagined as fully playable or companion NPCs for Dungeons & Dragons 5th Edition. Each entry includes stat blocks, abilities, and lore suitable for adaptation in campaigns featuring fairy-tale fantasy, dreamscapes, or nostalgic adventures.

here for your amusement and for feedback.

King Graham of Daventry​

Medium humanoid (human), lawful good
Armor Class 17 | Hit Points 136 (16d8 + 64) | Speed 30 ft.
STR 16 (+3) DEX 18 (+4) CON 18 (+4) INT 14 (+2) WIS 16 (+3) CHA 20 (+5)
Saving Throws Dex +7, Wis +6, Cha +8 | Skills Acrobatics +7, Athletics +6, Insight +6, Perception +6, Persuasion +8, Survival +6
Languages Common, Elvish, Old Daventryan, speak with animals | Challenge 8 (3,900 XP)
Legendary Hero. Once per long rest, when Graham would drop to 0 HP, he drops to 1 instead and gains inspiration.
Gentleman Adventurer. May use Persuasion or Insight in place of Initiative once per combat.
Puzzle Solver. Can use Investigation or Perception to find clues or gain advantage against traps.
Royal Decree (Recharge 5–6). Inspires up to 3 allies within 30 ft., granting 1d8 temp HP and advantage on next attack/save.
Multiattack: Two attacks with Sword of Daventry (+7, 1d8+6 slashing + 1d8 radiant).
Golden Apple (1/day): Regains 30 HP and ends one condition.
Cloak of Invisibility (1/day): Becomes invisible up to 1 minute.
Mirror of Truth (Recharge 6): Reveals illusions or compels honesty for 1 minute.
Reactions – Quick Wits: Gain advantage on a save or impose disadvantage on a triggering roll.
Legendary Actions: Inspiring Word, Dashing Escape, Heroic Pose (adv. vs fear).

Queen Valanice of Daventry​

Medium humanoid (human), lawful good
Armor Class 15 | Hit Points 110 (13d8 + 52) | Speed 30 ft.
STR 10 (+0) DEX 14 (+2) CON 18 (+4) INT 16 (+3) WIS 18 (+4) CHA 20 (+5)
Saving Throws Wis +7, Cha +8 | Skills Arcana +6, Insight +7, Persuasion +8, Religion +6
Languages Common, Elvish, Celestial, Sylvan | Challenge 7 (2,900 XP)
Royal Grace. Allies within 30 ft. gain 1d4 temp HP if below half HP.
Fae-Touched Blood. Advantage vs charm/fear, detect magic at will.
Dreamweaver. May bless up to 3 allies after rest (+1d6 to next save).
Spellcasting (10th): light, guidance, sacred flame; heroism, calm emotions, beacon of hope, banishment, dream.
Legendary Actions: Soothing Presence, Radiant Pulse, Call of Home.
Equipment: Diadem of Eldritch Light, Cloak of Serene Travel, Signet of Daventry.

Prince Alexander of Daventry​

Medium humanoid (human), neutral good
Armor Class 16 | Hit Points 119 (14d8 + 56) | Speed 30 ft.
STR 10 (+0) DEX 14 (+2) CON 18 (+4) INT 19 (+4) WIS 16 (+3) CHA 17 (+3)
Saving Throws Int +7, Wis +6, Cha +6 | Skills Arcana +7, History +7, Insight +6, Investigation +7, Persuasion +6
Languages Common, Elvish, Ancient Daventryan, Enchanter’s Tongue, Sylvan | Challenge 8 (3,900 XP)
Apprentice of Mordack. Advantage vs spells; may counterspell once/long rest.
Voice of the Isles. Charm or calm one creature (DC 15) as bonus action.
Spellcasting (10th): mage hand, charm person, misty step, fireball, counterspell, dream.
Legendary Actions: Quick Study, Teleport Step, Voice of Logic.
Equipment: Book of Spells, Sword of the Isles, Signet Ring, Locket of the Oracle.

Princess Rosella of Daventry​

Medium humanoid (human), chaotic good
Armor Class 17 | Hit Points 121 (14d8 + 56) | Speed 30 ft.
STR 14 (+2) DEX 18 (+4) CON 18 (+4) INT 14 (+2) WIS 16 (+3) CHA 17 (+3)
Saving Throws Dex +7, Wis +6, Cha +6 | Skills Acrobatics +7, Medicine +6, Nature +5, Persuasion +6, Survival +6
Languages Common, Sylvan, Elvish, Draconic | Challenge 8 (3,900 XP)
Heart of Compassion. Heal touch 3/day (10 HP, cures poison/disease).
Dragon’s Friend. Advantage on checks vs dragons, may calm 1/day.
Practical Adventurer. Improvised tools count as proper gear.
Multiattack: Two rapier or bow attacks (+7, 1d8+5 piercing + 1d8 radiant).
Healing Kiss (1/day): Restores half HP to a dying creature.
Bonus: Heroic Dash, Courageous Cry (advantage & 1d8 temp HP).
Legendary Actions: Quick Heal, Inspire Hope, Strike True.
Equipment: Rapier of Tamir, Tamir Pendant, Satchel of Curiosities, Bow of the Realm Beyond.

Cedric the Owl​

Tiny fey (shapechanged familiar), neutral good
Armor Class 13 | Hit Points 45 (10d4 + 20) | Speed 10 ft., fly 50 ft.
STR 4 (−3) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 15 (+2) CHA 14 (+2)
Saving Throws Dex +5, Wis +4 | Skills Insight +4, Perception +6, Persuasion +4, Stealth +5
Languages Common, Sylvan, limited Animal Speech | Challenge 2 (450 XP)
Flighty Familiar. Cannot be surprised while flying; can Dash as reaction when hit.
“Ooh! Be Careful!” (Recharge 5–6): Grants ally +2 AC when targeted.
Accidental Bravery. Stabilizes ally at 0 HP (spare the dying effect).
Actions: Peck (+5, 1d6+2 piercing); Blinding Dust (blind 10 ft., DC 13 Con); Cure Wounds (3/day, 2d8+2).
Reactions: Dive of Desperation – grants reroll on failed Dex save.
Role: Comic relief, scout, healer, moral compass.
 

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King’s Quest! That takes me back to my youth. I only ever played 4 and 6. Never could get Rosella out of that damned whale! I think I did eventually beat 6, but only after multiple retries.

Gotta love those old games that let you progress only to get stuck because you didn’t find the thing you needed earlier but you can’t go back and get it now so you have to start over! /s
 

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