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DM Screen

DM’s Description Checklist

Player Actions and DCs Conditions & Rules Travelling, Battles and Encounters General Rules & Homebrew World Building and Shopping
Player Turn Conditions Travel & Adventure Useful Links: Lore and World Building
“One Free Check” (Homebrew) Blinded Food, Water, and Sleep Party Inventory Screen Forgotten Realms Notes
Adjusted Actions (Homebrew) Carmed Food Player Screen Human Ethnicities
Actions Crawling* Water Roll20 Compendium Languages
Charge Deafened Sleep Unearthed Arcana and Player Homebrew Homebrewed Forgotten Realms Notes
Climb* Encumbered Foraging Policy Aarakocra
Coup de Grace Exhausted* Upkeep - An Alternative to Food/Water RAW Rules Generic Shop Items and Costs
Dash Falling* Timekeeping Creature Size Arms and Armor Shops
Disengage Frightened Travel Pace Damage Rules and Charts Blacksmiths
Dodge Hidden* Pace Damage Types Clothiers
Grapple Holding Breath* Difficult terrain Falling Damage Fletcher/Bower
Help Incorporeal Readiness Rules Clarifications Food Shops
Hide Invisible Travel Exhaustion House Rules General Good Stores
Hinder Paralyzed Travel Cap Damage Types Leatherwork
Jump Prone PotA Hex Chart Falling Damage Livestock
Ready an Action Restrained PotA Common Route Travel Times NPCs & Dying Sleeping Accommodations
Search Squeezing* PotA River Travel Skill Challenges Spellcasters and Magic Shops
Shove Stunned Vision and Light Treasure Rules Trading Posts
Swim Surprised Vision Selling Treasure Vehicle Shops
DC Difficulty Unconscious Cover Alternatives to Selling Treasure NPC and Monster Creation
Breaking Through a Door/Wall Miscellaneous Details Light Roll20 Monster Creation Notes
Don/Remove Armor Potion Miscibility Light Sources NPC Copy/Paste for Roll20
Using Potions and Scrolls Scroll Mishap Hearing and Audibility Downtime Activities
Determining Hearing Carnival Games
RAW Audible Distance
Homebrew Audible Distance
Hearing DCs
Weather
Weather Phenomena
Weather Phenomena (Homebrew)
Random Encounters
Non-Random Encounters
Campaign Specific Random Generator
Encounter Generators
Pregenerated Rolls
Combat Stat Tracker

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Description Checklist
When describing any of the following, consider running down this checklist to ensure that you give your players a solid mental image of what you are describing.
Environments Monsters NPCs Objects
ON APPROACH ● Size and Shape (Humanoid, Multi-Legged, Winged, etc.) ● Race ● Size
● Are there any sounds, smells or sights that might indicate what is ahead? ● Color and Texture ● Complexion/Hair/Natural ● Composition
ON ARRIVAL ● Distinctive Features (Feline, Amphibian, etc.) Features ● Condition
● Size and Shape ○ But Especially potential threats: Claws, Teeth, Weapons, etc. ● Clothing ● Color
● Light and Visibility ● Impact on Environment (positions, grouping, activities) ● Activity ● Distinctive Markings
● Style ● Additional/new sensory details like sounds and smells. ● Bearing and Manner ● Craftsmanship?
● Conditions of its limits (Walls, Pits, Holes, Pillars etc.) ● Awareness of PCs ● Distinctive Features ● Aura?
● Furnishings, Major Props, and Decor ● Voice (If unheard before)
● Distinguishing Sensory Elements ● Awareness of PCs
○ Sounds, Smells, Temperature, etc.
○ The Source of any hints in the “On Approach” segment.
● Inhabitants (Switch to Monster or NPC Checklist).

Player Turn
Player’s turns take place over 6 seconds of in-world time, and - theoretically - happen at about the same time as every other turn that happens on the same round.
According to RAW rules, a Player’s Turns consist of the following “parts”:
1 Action This is the primary “thing you do” on your turn. This might be an attack or series of attacks, or it might be casting a spell, or otherwise physically interacting with another character or NPC.

1 Bonus Action This is a minor thing you accomplish on your turn in addition to your Action. Unlike Free Actions, Bonus Actions take an additional measure of effort.

You can move up to your speed in any manner that your character can manage (such as running, or flight). You can break up your movement action with Actions, Bonus Actions, and Free Actions, or
Movement
even do it simultaneously.

Free Actions can be done as part of Actions, Bonus Actions, or Move Actions. These sorts of things include yelling out a command or question, opening an unlocked/unblocked door, or dropping or
Free Actions
picking up an unrestrained item.

“1 Free Check” Rule - Homebrew


In addition to the parts of a player’s turn as listed above, players gain one addition - a single free skill check. A second skill check would take up a bonus action, and a third would take a
full action.
These checks cannot include skill checks that directly physically interfere with another creature, such as checks to use Grapple, Shove, Knock Down, or Hide(which interferes with a
creature's ability to see you). It also does not include using the Jump action to cover large distances, the Climb action, or the Search action, which all take more effort than other skill checks.

Adjusted Actions - Homebrew


Some RAW Actions, with this adjusted rule, can be done as a bonus action. These include: Climbing, Jumping, and Searching.
As an additional rule, NPCs cannot use the Coup de Grace action on a PC. If an NPC attacks an unconscious PC, that PC automatically fails 1 death save instead.

Actions
ACTION DESCRIPTIONS

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Charge Choose a target at least 10 feet away; move up to half your speed (to a position where the target is in your reach) and make a single melee attack.

Climb* With sufficient handholds, you can climb at ½ your speed; without, make an Athletics check.

Coup de Grace** Attack an adjacent, unconscious creature. If you hit the creature and deal damage, the creature drops to 0 hit points. If the creature was already at 0 hit points, it dies.

Dash Use your action to move (again) up to your speed.

Disengage Move up to half your speed. If you leave a hostile creature’s reach during this movement, you do not provoke an opportunity attack from that creature.

Dodge Focus entirely on avoiding attacks. Until your next turn, attack rolls against you have disadvantage, and you make Dexterity saving throws with advantage. You lose this benefit if you cannot move or take actions.

Grapple Using at least one free hand, try to grab and hold a creature no more than one size larger than you—contest your STR vs. the creature’s STR or DEX (the creature chooses). If you win, the creature’s speed becomes 0
and cannot increase until the grapple ends.

Moving a Grappled Creature. - If you move while grappling a creature, you drag or carry it, and every 5 feet costs you 5 extra feet of movement, unless the creature is two or more sizes smaller than you.
Restraining a Creature. - As a separate action, you can restrain a grappled creature—contest your STR vs. the creature’s STR or DEX (the creature chooses). If you win, the creature is restrained. While you restrain it,
attacks against you have advantage, your attacks have disadvantage, and you have disadvantage on Dexterity saving throws. You can stop restraining a creature at any time.
Ending a Grapple. - Release a grappled creature whenever you like (you must if you can’t take actions or if you lose control of the grabbing limb). If a force removes a grappled creature from your reach, the creature is
freed, unless the force also targets and moves you. A grappled creature can escape as an action by winning a contest of STR or DEX (its choice) vs. your STR.

[This Link Goes to the Grappler’s Manual]

Help Aid another creature in the completion of a task, or aid another creature in one of its attacks against a creature within 5 feet of you. The creature you aid gains advantage for the next relevant ability check or attack roll it
makes before your next turn.

Hide You make a Dexterity (Stealth) check, and if you succeed, you gain the Hidden condition. In combat, you can only hide from an opponent if you are heavily obscured unless you have the Skulker feat, or if the DM
decides that the situation merits it.

Hinder** Distract or otherwise hinder another creature within 5 feet of you; describe the manner in which you do so. The creature has disadvantage on the next relevant ability check or attack roll it makes before your next turn.

Jump Long Jump: Walk at least 10 feet to leap your STR score in feet; otherwise, ½ your STR score in feet.
High Jump: Walk at least 10 feet to leap up 3 + your STR modifier in feet; otherwise, your STR modifier in feet (minimum 1). Total reach = jump height + 1½ height.

Ready an Action Choose a trigger event you’ll be able to perceive and an action you want to take when that happens. When the trigger occurs, use your reaction to take the action you chose. This may interrupt another creature’s action.
HOUSE RULE - When you cast as spell as part of a Readied Action, if the trigger does not happen before your next turn, you can choose to forgo your action on subsequent turns to maintain concentration on the spell’s
energy in hopes that the trigger occurs. You can maintain concentration in this manner for 1 minute.

Search Devote your attention to finding something, performing either a Wisdom (Perception) check, or an Intelligence (Investigation) check at the discretion of the DM.

Shove You shove a creature directly away from you five feet (no more than one size larger than you) by winning a contest of your STR vs. that creature’s STR or DEX (the creature chooses).

Swim You can swim ½ your speed. *


**This is a Homebrew action.
* This action is a move.

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DC Difficulty
Very Easy: (DC 0-4) - Should be automatic, but everyone makes mistakes sometimes...
Easy: (DC 5-7) - A normal person can do this with no problem, usually.
Average: (DC 8-11) - Someone who knows what they are doing could handle this well enough.
Tough: (DC 12-16) - Most normal people wouldn’t do this well most of the time without some training, natural skill, or personal knowledge.
Challenging: (DC 17-20) - Most normal people can’t do this, and even skilled or trained individuals might find it challenging.
Formidable: (DC 21-25) - Only the highly skilled, or masters of their craft could call this easy.
Heroic: (DC 26-34) - Only the very best and brightest of heroes can accomplish these tasks.
Nearly Impossible: (DC 35-40) - Sometimes it takes more than skill. Sometimes it takes a little magic, a lot of luck, or a blessing from the divine.
Impossible: (DC 41+) - There are heroes, and then there are those who bend the laws of nature. Only outright magic or divine interventions can accomplish these tasks.

Athletics/Acrobatics/ Arcana/History/ Deception/Insight Animal Hand/Persuasion/ Stealth/Perception/ Survival/Medicine


DC - Difficulty
Performance/Sleight of Hand Nature/Religion Intimidation Investigation
Climb a knotted rope. / Common Knowledge.
Balance a loaded food tray w/1
5-7 = Easy hand /

Swim in moving water / Uncommon Knowledge. Hide in a buch while remaining


Balance on a ship in a storm / still. /
8-11 = Average Hear an approaching guard. /

Swim in rough water / Specific Knowledge.


12-16 = Tough Balance on a wooden beam /
Rig a wagon wheel to fall off.

Swim in Stormy Water / Obscure Knowledge.


17-20 = Challenging Play a tricky tune just right./
Open an average lock.

/ Deeply Buried Knowledge


21-25 = Formidable /

Leap across a 30 foot chasm/ Almost Forgotten Lore.


26-34 = Heroic /

/ Secret knowledge kept in only Track a squad of Orcs across


35-40 - Nearly
/ one or two places in the world. hard ground after 24 hours of
Impossible rainfall.

Secret knowledge not shared


41+ = Impossible with anyone.

Don/Remove Armor
You benefit from armor AC only if you take the full time to don it.
Category Don Remove*

Light 1 min. 1 min.

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Medium 5 min 1 min.

Heavy 10 min.* 5 min


* With help, reduce this time by ½

Breaking Through a Door/Wall


You do not have to succeed on an attack to hit a door or wall. However, attacking the door/wall does cost time.
Every time you take a full turn’s worth of attacks, six seconds pass.
Material Door HP Wall HP*

Adamantine 120 70

Bronze 30 20

Glass 5 5

Iron 60 35

Stone/Marble 60 35

Wood/Rusted Metal 10 10
* Per inch of thickness

Using Spell Scrolls


Casting Spell Scrolls - with Homebrew Additions

If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material Components. Casting the spell by reading the scroll requires the spell’s normal Casting Time. Once the spell is cast, the words on the
scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. If it is not on your spell list, you may still attempt
to cast the spell, but you must make an intelligence ability check as an action when determining if you successfully cast the spell. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect,
unless the roll failed by more than 5, in which case, consult Scroll Mishaps in the next section.
The level of the spell on the scroll determines the spell’s saving throw DC and Attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.

Spell Level Rarity Save DC Attack Bonus

Cantrip Common 13 +5

1st Common 13 +5

2nd Uncommon 13 +5

3rd Uncommon 15 +7

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4th Rare 15 +7

5th Rare 17 +9

6th Very rare 17 +9

7th Very rare 18 +10

8th Very rare 18 +10

9th Legendary 19 +11

A Wizard spell on a spell scroll can be copied just as Spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence(Arcana) check with a DC equal to 10 + the spell’s level. If the check
succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

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Conditions
CONDITIONS DESCRIPTIONS

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Blinded Automatically fails any ability check involving sight. Attack rolls against blind creatures have advantage; a blind creature’s attack rolls have disadvantage.

Charmed Cannot attack charmer or target charmer with harmful abilities or magical effects. Charmer has advantage on any ability check to interact socially with the creature.

Crawling* While prone, crawling movement costs double.

Deafened Automatically fails any ability check involving hearing.

Encumbered
Level Effect
Unencumbered Normal Movement

Encumbered Your speed is reduced by 10 feet.

Heavily Encumbered Your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

Exhausted* Effects that apply exhaustion add levels of exhaustion. Effects that remove exhaustion subtract levels of exhaustion. 24 hours of full rations (fd and water) that include 8 hours of rest remove 1 level of exhaustion.
Level Effect
1 Disadvantage on all ability checks.

2 Speed reduced to ½. -2 to Initiative checks. (Also applies to levels 2-5)

3 Disadvantage on all attacks and saving throws. Cannot maintain concentration on spells. (Also applies to levels 3–5.)

4 Speed is reduced to ¼, and maximum hit points reduced to ½. When attempting to cast a spell, make a DC 10 CON check or the spell is expended without effect. (Also applies to levels 4–5.)

5 Speed becomes 0, and maximum hit points are reduced to ¼.

6 The character falls unconscious. If healing and sustenance is not provided to the character within 24 hours, the character dies.

Falling* A creature who falls takes 1d6 bludgeoning damage per 10 feet fallen (maximum 20d6). The creature lands prone, unless it avoids taking damage from the fall.

Frightened Disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. Cannot willingly move to a position where it would end a turn closer to the source of its fear than where it started.

Hidden* You have advantage on opponents who cannot see you, and they have disadvantage on attacks against you.

Holding Breath* A creature can hold its breath for a number of minutes equal to its CON modifier (minimum 30 seconds). After that, if it can’t breathe for a number of rounds equal to its CON modifier (minimum 1), it falls unconscious. If it
still can’t breathe, it loses all its hit points.

Incorporeal Resistance against nonmagical damage; targets have resistance against its nonmagical damage. Can move through (but not stop in) objects or other creatures.

Invisible An invisible creature is impossible to see without the aid of magic or a special sense. For hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.

Paralyzed Cannot move, speak, or take any action not purely mental. Creature drops whatever it’s holding and falls prone. The creature automatically fails STR and DEX saving throws. Attack rolls against the creature have
advantage.

Prone Prone creatures may crawl or stand up but otherwise can’t move. Prone creatures have disadvantage on attack rolls. Attack rolls against prone creatures have disadvantage unless the attacker is adjacent, in which case
attack rolls have advantage. A creature can drop prone by using 5 feet of movement, and must use its entire move to stand (but if its speed is 0, it can’t stand).

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Restrained Speed becomes 0, and it cannot benefit from bonuses to its speed. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. The creature has disadvantage on DEX saving
throws.

Squeezing* Can move around as if one size smaller. Movement costs 5 feet extra for every 5 feet. Squeezing creatures have disadvantage on attack rolls and DEX saving throws; attack rolls against squeezing creatures have
advantage.

Stunned Cannot move or take actions. Automatically fails STR and DEX saving throws. Attack rolls against the creature have advantage.

Surprised If a creature is surprised, it does not take any action during the first round of combat.

Unconscious An unconscious creature drops whatever it’s holding and falls prone. The creature cannot move, take actions, or perceive its surroundings. The creature automatically fails STR and DEX saving throws. Attack rolls
against the creature have advantage.
* Not a condion per se; more of a situation

Miscellaneous Details
Potion Miscibility
If a character drinks a potion while under the effect of another, roll 1d100.

Roll Effect

01 The mixture creates a magical explosion, dealing 6d10 force damage to the mixer and 1d10 force damage to each creature within 5 feet of the mixer.

02-03 The mixture becomes a potion of poison

04-08 The mixture becomes a potion of delusion that appears to have one of the mixed potions’ effects.

09-15 Both potions lose their effects.

16-25 One potion loses its effect.

26-35 Both potions work, but with half their normal effects. If an effect cannot be halved, at least in duration, it is instead lost.

36-90 Both potions work normally.

91-99 One potion has twice the normal effect. If no effect can be doubled, at least in duration, both potions work normally

100 Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun. For example, a potion of healing might increase the drinker’s maximum hit points by 4, or oil
of etherealness might permanently make the user incorporeal. At your discretion, dispel magic or remove curse might end this lasting effect

Scroll Mishap
If a character fails a spell scroll and a DC 10 magic ability save, roll 1d6.

Roll Effect

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1 A surge of uncontrolled magical energy deals 1d6 psychic damage per level of the spell to the caster.

2 The spell affects the caster or an ally instead of the intended target, or affects a random target nearby if the caster was the intended target.

3 The spell takes effect at a random location within the spell’s range.

4 The spell’s effect is contrary to its normal effect, but is neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold.

5 The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell’s duration, or 2d10 minutes for spells that take effect instantaneously. For example, a fireball might cause smoke to
pour from the caster’s ears for 2d10 minutes.

6 The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell’s
maximum range, if the target has moved away.

Travel & Adventure

Food, Water, and Sleep


Food
Food Ration Description/Effects

Daily Need 1 lb. per character per day.*

Half Ration ½ day of starvation per full day.

< Half Ration 1 day of starvation per full day. Result: After 3+CON modifier days of starvation, one level of exhaustion per full day without
food, or CON save (DC 10) vs. exhaustion per full day on half rations.
* Large ×4, Huge ×16, Gargantuan ×32 or greater (+ ×2 if hot weather)

Water
Water Ration Description/Effects
Daily Need 1 gal. per character per day.*
Half Ration CON save (DC 10) vs. exhaustion for each full day without water. If the character is already exhausted, 2 levels of
exhaustion.
< Half Ration One level of exhaustion per full day without water. If the character is already exhausted, 2 levels of exhaustion.
* Large ×4, Huge ×16, Gargantuan ×32 or greater (+ ×2 if hot weather)

Sleep
Sleep Need Description/Effects

Daily Need 7-9 hours of sleep per character per day.*

Half Sleep You only gain the effects of a short rest.

< Half Sleep CON save (DC 10) vs. exhaustion for each full day with little sleep. Already exhausted characters, 2 levels of exhaustion.

No Sleep On the first full day without sleep, CON save (DC 10) vs. exhaustion. A failure gains 1 exhaustion. After the first day, one
level of exhaustion per full day without sleep. If the character is already exhausted, 2 levels of exhaustion.

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*Except in the case of Elves, and other similar features to Trance obviously.

Foraging

Upkeep
Traveling Upkeep

Travelling is hard. Every character needs food, water, consumable goods like ammunition, and the occasional fix to their gear.
However, tracking all of those things can be a burden to many players, and because of that you might use one of the following “Upkeep” systems

System 1:
Every time the players enter a town, city or settlement, they all pay a flat fee that represents buying resources for their travels.
This would likely be a flat cost of 5 gp, regardless of the time spent outside of town.
Short trips and long trips would cost the same, with the assumption being that they average eachother out.
The DM would tell the players whenever they reach a settlement to deduct the upkeep.

System 2:
Every time the players enter a town, city or settlement, they pay a flat rate of 1 gp per day spent outside of town that represents buying resources for their travels.
The DM would tell the players whenever they reach a settlement to deduct the upkeep.

System 3:
Every time the players enter a town, city or settlement, they pay an adjusted rate per day spent outside of town that represents
buying resources for their travels based off of their lifestyles, which would be judged on the table below.
Different Lifestyles would have different effects on your “respectability” to NPCs.
The DM would tell the players whenever they reach a settlement to deduct the upkeep, and help them figure out the cost of the upkeep.

Lifestyle Cost per day Description/Effects

Squalid 1 sp

Poor 2 sp

Modest 1 gp

Comfortable 2 gp

Wealthy 4 gp

Timekeeping
Divisions of Time
Time Division Details

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1 Day A day in the Forgotten Realms is a normal 24 hour period, and for game purposes, I have split it up into the following “chunks.”
Morning (6:00-10:00 a.m.)

Noon Hours (10:00 a.m. - 2:00 p.m.)

Afternoon (2:00-6:00 p.m.)

Evening (6:00-10:00 p.m.)

Night (10:00 p.m. - 6:00 a.m.)

Tenday A “Tenday” is a week in the Forgotten Realms, and covers a period of 10 days.

Month A “Month” in the Forgotten Realms, covers a period of 3 Tendays. Here follows the twelve months of the Forgotten Realms.
1. Hammer 4. Tarsakh 7. Flamerule 10. Marpenoth
2. Alturiak 5. Mirtul 8. Eleasis 11. Uktar
3. Ches 6. Kythorn 9. Eleint 12. Nightal

Year A “Year” in the Forgotten Realms, covers a period of 12 Months.


The current year in the game is 1491 DR, the Year of the Scarlet Witch.

Travel Pace
Pace
Travel Pace Readiness Modifier** Distance per 5 min Distance per 1 hr Maximum Daily Distance* Exhaustion Point

Cautious Advantage on Perception | Able to Sneak 225 ft. ½ mile 8 miles More than 12 hours of travel in a day.

Slow 0 450 ft. 1 mile 16 miles More than 10 hours of travel in a day.

Moderate -5 to Perception 900 ft. 2 miles 32 miles More than 8 hours of travel in a day.

Fast -5 and Disadvantage to Perception 1,800 ft. 4 miles 64 miles More than 5 hours of travel in a day.
*Assuming 100% successful Exhaustion Checks and 16 continuous hours of travel.

Difficult terrain
Difficult terrain includes forest, jungle, mountains, high hills, and swamp. This kind of terrain halves the travel speed, and prohibits the Fast speed entirely.
Normal terrain includes desert, rolling hills, plains, road/path, and tundra.

Readiness
**When an encounter would occur with another party that is not trying to be stealthy, the party chooses a member (either a navigator, or scout) to roll in a contested Perception Check with their Readiness Modifier
against a member of the other party to see if they spot the other party first.
Whichever party rolls highest sees the other first and, depending on their Readiness Modifier, has an opportunity to Hide, giving them the advantage of Surprise.
Ties result in simultaneous awareness, with no surprise or opportunity to Hide.

Travel Exhaustion
For each hour the party travels for more than the exhaustion rate, they must make a CON save against 10+1 per additional hour of travel.
Every time they fail this check they gain 1 level of exhaustion until they can no longer travel.

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Travel Cap
The maximum number of hours anyone can cumulatively travel per day is capped at 16 hours. The remaining 8 is set aside primarily for long rests, but characters can do
Other activities and choose to instead make Constitution checks to forgo sleep, but travel cannot be a part of those hours.

PotA Dessarin Valley Hex Chart


Use this chart to determine travel time by Hex tiles. Hexes per day = maximum number of hexes before the exhaustion point.
Every Difficult Terrain hex is equal to two normal hexes.
Travel Readiness Modifier** Small Hexes Max Small Exhaustion checks Large Hexes Max Large Exhaustion checks
Pace per day Hexes /day* per small Hex per day Hexes /day* per large Hex

Cautious Advantage on Perception | Able to Sneak 3 Hexes 4 Hexes 4 1.5 Hexes 2 8(4 per half hex)

Slow 0 5 Hexes 8 Hexes 2 2.5 Hexes 4 4

Moderate -5 to Perception 8 Hexes 16 Hexes 1 4 Hexes 8 2

Fast -5 and Disadvantage to Perception 10 Hexes 32 Hexes 1/Every Other Hex 6 Hexes 16 1
*Assuming 100% successful Exhaustion Checks and 16 continuous hours of travel.

PotA Common Route Travel Times in Days


This chart assumes maximum travel distance before Exhaustion Checks would be required, along the most direct roads/paths. Use this chart for easy safer travels.*
Not all locations here are on the Dessarin Valley Map, but all of them connect via road/path directly with a location on that map.
Travel Waterdeep- Amphail- Red Larch- Red Larch-Beliard Beliard- Red Larch- Red Larch - Beliard- Womford- Womford -
Pace Amphail Red Larch Bargewright Inn** (via Larch Path) Summit Hall Westbridge Kheldell Westbridge Summit Hall Uluvin

Cautious 11D : 7Hrs 9 Days 6 Days | | +4Hrs 7 Days : 8 Hours 4D : 4Hrs 6 Days : 4 Hours 8D : 4 Hrs 6D : 8Hrs 6D : 8Hrs 25 Days

Slow 7 Days 5D : 4Hrs 3D : 6Hrs | +2Hrs 4 Days : 6 Hours 2D : 8Hrs 3 Days : 8 Hours 5 Days 4 Days 4 Days 15 Days

Moderate 4D : 3Hrs 3D : 3Hrs 2D : 2Hrs | +1Hrs 2 Days : 7 Hours 1D : 6Hrs 2D : 3Hrs 3D : 1 Hr 2D : 4Hrs 2D : 4Hrs 9D : 3Hrs

Fast 3 Days 2D : 2Hrs 1D : 3Hrs | +1Hrs 1 Day : 5 Hours 1D : 1Hr 1D : 2Hrs 2 Days 1D : 4Hrs 1D : 4Hrs 6D : 2Hr

Travel Bargewright-Goldenfields Beliard- Westbridge - Triboar - Triboar- Triboar- Conyberry- Conyberry- Conyberry- Yartar-
Pace (Overland, w/crossings) Calling Horns Triboar Yartar Conyberry Longsaddle Phandalin Neverwinter Leilon Calling Horns

Cautious 3 Days : 4 Hours 25 Days 6 Days 5 Days 5D : 8Hrs 16D : 8Hrs 7D : 7Hrs 14D : 8Hrs 11 Days 20 Days

Slow 2 Days 15 Days 3D : 6Hrs 3 Days 3D : 4Hrs 10 Days 4D : 6Hrs 8D : 6Hrs 6D : 6Hrs 12 Days

Moderate 1 Day : 2 Hours 9D : 3Hrs 2D : 2Hrs 1D:7Hrs 2D : 1Hrs 6D : 2Hrs 2D : 7Hrs 5D : 3Hrs 4D : 1Hr 7D : 4Hrs

Fast 5 Hours 6D : 2Hr 1D : 3Hrs 1D 1D : 3Hrs 4D : 1Hr 1D : 5Hrs 3D : 4Hrs 2D : 4Hrs 5 Days
*”Safer” means you will not face exhaustion, not that you won’t face an encounter!
**The number after the line is the added distance for Womford instead of Bargewright Inn.

Dessarin River Travel Times, by Boat, in Days


This chart assumes typical boat travel without magical assistance, and nothing interfering/slowing the journey.
Boat Type Miles/Hr Max Miles/Day Goldenfields-Womford/Bargewright Womford/Bargewright-Stone Bridge Stone Bridge - Yartar

Raft or barge (poled or towed) 1/2 mile 5 miles 4 Days : 9 Hours 17 Days : 3 Hours 13 Days : 1 Hour
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Keelboat (rowed) 1 mile 10 miles 2 Days : 5 Hours 8 Days : 8 Hours 6 Days : 6 Hours

Rowboat (rowed) 1-1/2 miles 15 miles 1 Day : 4 Hours 5 Days : 14 Hours 4 Days : 14 Hours

Longship (sailed and rowed) 3 miles 72 miles 8 Hours 1 Day : 17 Hours Just under 1 Day

Vision and Light


Vision
Vision Description

Blindsight A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius.

Darkvision Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature
can't discern color in darkness, only shades of gray.

Truesight A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and
perceives the original form of a shapechanger or a creature that is transformed by magic.
Furthermore, the creature can see into the Ethereal Plane.

Cover
Cover Description

½ Cover A creature with ½ cover gains +2 to AC and Dexterity Saving Throws.

¾ Cover A creature with ¾ cover gains +5 to AC and Dexterity Saving Throws.

Total Cover A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect.

Light
Light/Obscured Description Effect

Lightly Obscured A lightly obscured area-such as dim light, patchy fog, or moderate foliage-makes vision difficult. Creatures have disadvantage on Wisdom (Perception) checks that rely on sight.

Heavily Obscured A heavily obscured area–such as darkness, opaque fog, or dense foliage–blocks vision entirely. A creature effectively suffers from the blinded condition (see appendix PH-A) when trying to see
something in that area.

Bright Light Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific Bright light lets most creatures see normally.
radius.

Dim Light Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a Anything in Dim Light is lightly obscured.
source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim
light. A particularly brilliant full moon might bathe the land in dim light.

Darkness A creature without Darkvision or any other way of circumventing the lack of regular sight cannot see anything. A creature in darkness is heavily obscured

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Light Sources
Source Description/Examples Bright Radius Dim Radius Special

Tiny Source Candlelight (Individual Candle) 5 10 N/A

Small Source Torch, Candelabra (A Collection of Candles) 10 20 N/A

Medium Source Driftglobe, Light Spell, Flaming Sphere, Campfire (>5ftx5ft) 20 40 N/A

Large Source Bonfire(>10ftx10ft), Fire Elemental 30 60 N/A

Huge+ Source Burning House, Burning Colossal Effigy, etc. 50 120 N/A

Moonlight The Moon / Starlight N/A Global Shadows are deeper. Objects that would be lightly obscured in daylight are heavily obscured.

Sunlight The Sun Global N/A N/A

Hearing and Audibility


Determining Hearing
1. Use the Hearing DC calculator on the DM Screen - Random Generators page.
- OR - Follow these steps:
2. Determine the noise level and roll to determine it's audible radius.
3. If a creature is outside the radius, it couldn't hear it. If it is within the radius, proceed…
4. Determine the DC of hearing the sound using the Hearing DCs table.
5. If the creature’s passive perception surpasses the DC, they heard it. If it does not, but they were alert, they roll for perception.
6. If the creature is distracted, they have disadvantage on the roll. If the creature is expecting the sound, they have advantage.
7. If their roll surpasses the DC, they heard the sound.
8. Determine if they only heard or understood the sound (Understood = ½ audibility radius or beating the DC by 5).

RAW Audible Distance


Noise Level Distance Audible Example Sounds

Trying to be quiet 2d6 x 5 feet (10-60 ft.) Sneaking Footfalls, Whispers, Picking a Lock, creaking open a door.

Normal noise level 2d6 x 10 feet (20-120 ft.) A conversation, a creature running, opening/closing a door regularly.

Very loud 2d6 x 50 feet (100-600 ft.) Shouts, the sound of battle, evocation magic (fireballs, lightning), slamming a door.

Homebrew Audible Distance


Hearing vs. Understanding:
Creatures might hear a sound within the maximum radius, but can only identify a sound, or understand spoken words, within half of the radius, or if their perception beats the DC by 5.
Noise Level Distance Audible Example Sounds

Trying to be Quiet 2d4 x 5 feet (10-40 ft.) Sneaking Footfalls, Whispers, Picking a Lock, cracking open a door.

Soft Sounds 2d4 x 10 feet (20-80 ft.) A quiet conversation, a creature walking, falling cloth, opening a door.

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Normal noise level 3d4 x 10 feet (30-120 ft.) A normal conversation, a creature running, closing a door firmly.

Loud 3d4 x 20 feet (60-240 ft.) A boisterous conversation with unrestrained laughter, falling wood or metal, a fight with wooden weapons.

Very loud 2d6 x 50 feet (100-600 ft.) Shouts, the sound of battle and metal on metal fighting, explosive magic (fireballs, lightning, shatter), slamming a door.

The chart below is meant to give an idea of the difficulty check to hear different sounds at different distances.

Hearing DCs
Partial Barriers/ Around Corners: Increase DC by +2
Unbroken Barriers: Increase DC by +5 per foot of material.
Heavy Armor and clanging equipment decrease the DC by -5
Within Within 1/4th of Within ½ of Last 1/2 of Last ¾ Audible Edge of Audible
10 feet Audible radius. Audible radius Audible radius Radius Radius -> just past

Very loud 5 5 5 5 10 15

Loud 5 5 5 10 15 20

Normal Noise Level 5 5 10 15 20 25

Soft Sounds 5 10 15 20 25 30

Trying to be Stealthy 10 15 20 25 30 35

Weather
Randomly Generate Weather using This Google Sheets Doc.

Weather Phenomena
Weather Phenomenon
Cold Below 0° CON save (DC 10) vs. exhaustion each full hour. Creatures without cold weather gear automatically fail this save.

Heat Above 100° CON save (DC 10) vs. exhaustion each full hour. Creatures wearing medium or heavy armor or heavy clothing suffer disadvantage.

Storms: Reduce travel speeds to ½ (if combined with difficult terrain then ¼).

Dust Storm/Heavy Rain Visibility reduced to 50 ft, creatures suffer disadvantage on saves against surprise

Heavy Snow As heavy rain, and reduce speed for 1d6 days after the storm.

Weather Phenomena (Homebrew)


Weather Phenomenon
Light Fog Anything further than 60ft away is Lightly Obscured. Creatures in the fog have disadvantage on WIS(Perception) checks that rely on sight when looking for anything past 60ft.

Heavy Fog Anything further than 15ft away is Lightly Obscured, and anything past 30ft is Heavily Obscured. Creatures in the fog have disadvantage on WIS(Perception) checks that rely on sight when looking for anything past 15ft.

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Heavy Rain Everything within the rain is lightly obscured, and creatures in the area have disadvantage on WIS(Perception) checks that rely on sight or hearing. Heavy Rain also extinguishes open flames. After 1 hour, the terrain in the
rain becomes muddy difficult terrain.

Thunderstorm Everything within the rain is lightly obscured, and creatures in the area have disadvantage on WIS(Perception) checks that rely on sight or hearing. Heavy Rain also extinguishes open flames. After 1 hour, the terrain in the
rain becomes muddy difficult terrain.

Monsoon Everything within the storm is heavily obscured, and creatures in the area have disadvantage on WIS(Perception) checks that rely on sight or hearing. The Monsoon rains also extinguishes open flames. After 10 minutes,
the terrain in the rain becomes muddy difficult terrain.
Each hour, roll a d100. On 90+, the terrain becomes flooded by 1 foot. Repeat this check every hour with a DC that lowers by 10 each time. For every additional successful roll, the depth of the flood waters doubles to a
maximum of sixteen feet.

Dust/Sand Everything within the storm is heavily obscured, and creatures in the area have disadvantage on WIS(Perception) checks that rely on sight or hearing. The Dust Storm also extinguishes open flames. After 10 minutes, the
Storm terrain in the Dust Storm becomes difficult terrain.
Once per hour, or once per round during an encounter, roll a d100. On 70+, all creatures in the storm suffer 2d6 elemental thunder damage as they choke on sand and are struke by pounding winds. CON save (DC 15) for
half damage.

Heavy Snow Everything within the snow is lightly obscured, and creatures in the area have disadvantage on WIS(Perception) checks that rely on sight or hearing. Heavy Snow also extinguishes open flames. After 1 hour, the terrain in
the rain becomes difficult terrain.

Hail Storm Everything within the storm is heavily obscured, and creatures in the area have disadvantage on WIS(Perception) checks that rely on sight or hearing. The Hail Storm also extinguishes open flames. After 1 hour, the terrain
in the becomes difficult terrain.
Once per minute, or once per turn during an encounter, make an attack roll against each creature in the area covered by the Hail Storm (Attack Bonus +2). On a successful hit, the creature is struck by hail, dealing 1d4+1
bludgeoning damage.

Blizzard Everything within the storm is heavily obscured, and creatures in the area have disadvantage on WIS(Perception) checks that rely on sight or hearing. The Blizzard also extinguishes open flames. After 1 hour, the terrain in
the becomes difficult terrain.
Once per hour, or once per round during an encounter, roll a d100. On 70+, all creatures in the storm suffer 2d6 elemental cold damage as they face blinding snow and cutting winds. CON save (DC 15) for half damage.

Random Encounters
Random Encounters
When traveling outside of towns, settlements, and safe locations, the party will be asked to roll to see if they get a random encounter during every time chunk of the day (See Timekeeping).
The party members select who rolls first, and then they will take turns rolling a d20.
The first roll begins with a random encounter occurring on a 19, or 20.
For every additional rolls after the first, the numbers that trigger a random encounter increase by one, to 18, 17, 16, and ending with 15.
The random encounter window resets every morning, or every time the party enters a town or safe location.

Non-Random Encounters
While traveling outside of towns, settlements, and safe locations, the DM may trigger an Encounter him/herself.
This might be a pre-planned encounter, story moment, or because the DM believes the party needs a good tussel

Campaign Specific Random Generator

The following link proceeds to a campaign specific DM Random Tables document:


Princes of the Apocalypse Random Encounter Generator

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Encounter Generators
For more, non-specific, random encounter generators, follow any of these links:
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Pregenerated Rolls
Pregenerated Rolls
Ahead of any session, randomly roll any given number of rolls for each dice type ahead of time. Put them in the tables below in chronological order of their roll.
During the session, whenever a creature or NPC would make a roll with a given dice, take the roll at the top of the column for that dice as your roll, and then delete that result entry in the column.

Percentile d20 d12 d10 d8 d6 d4

Combat Stat Tracker


For use whenever theater of the mind is being used.

Party Members
[PC] [PC] [PC]

Initiative - Initiative - Initiative -


AC - AC - AC -
HP - HP - HP -
Passive Perception - Passive Perception - Passive Perception -
Bonuses - Bonuses - Bonuses -
Debuffs - Debuffs - Debuffs -

Enemies/NPCs
Faction 1 Faction 2 Faction 3

NAME: NAME: NAME:


Initiative - Initiative - Initiative -
AC - AC - AC -
HP - HP - HP -
Passive Perception - Passive Perception - Passive Perception -
Bonuses - Bonuses - Bonuses -
Debuffs - Debuffs - Debuffs -

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Unearthed Arcana and Player Homebrew Policy

Regarding Unearthed Arcana While I appreciate any and every attempt to inform me first, Unearthed Arcana are broadly allowed, and if I ever decide to make an exemption or ban, it will be put here.

Regarding Homebrew Obviously, I am fine with Homebrew, and I use it quite a bit. However, if you have a homebrew idea that you want to use, you will need to ask me ahead of time. Game balance is incredibly difficult to judge,
and every piece of homebrew, including my own, makes balancing the game that much more difficult. I may accept your homebrew into the game, but I may also ask for adjustments.

RAW Rules
This section includes general game rules and clarifications that don’t easily fit elsewhere.

Creature Size
Creatures can squeeze as if one size smaller; see “Conditions” for Squeezing.
“Surround” and “Fills” are given as multiples of Medium creatures.
Size Space (ft.) Surround* Fills

Tiny 2½ × 2½ 8 1

Small 5×5 8 1

Medium 5×5 8 1

Large 10 × 10 12 1½

Huge 15 × 15 16 2

Gargantuan 20 × 20** 20 2½
* The number required to surround the creature.
**or larger

Damage Rules and Charts


RAW Damage Types
Physical Damage: Any damage done through non-magical, or natural, means. May bypass defenses that prevent magical damage.
Magical Damage: Damage caused by spells and effects that are not natural. Can bypass certain defenses that physical damage may not.
Physical Damage Magical Damage

Bludgeoning Acid
Piercing Cold
Slashing Fire
Force
Lightning
Necrotic
Poison
Psychic
Radiant
Thunder

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Homebrew Damage Types
With Homebrew Damage types, most damage subtypes come from nature as mundane damage, which acts like physical damage for the purposes of resistances and immunitiess.
However, their damage sub-type can be replicated through spells, which imbues it with magical properties.
For instance, a pit of natural acid might do Mundane Acid Damage, but Melf’s Acid Arrow would do Magical Acid Damage.
All damage that comes directly from the force of the spell is considered magical damage, unless the spell causes something to attack in a physical manner (ala Animate Object or Suggestion).
A creature that is immune to magic is not immune to Mundane Acid, but would be Immune to Magical Acid.

HB-Physical*
HB-Mundane* HB-Mental HB-Magical HB-Divine
Bludgeoning Acid Psychic Piercing Force Necrotic
Piercing Fire Degenerate Radiant
Slashing Cold
Tearing Poison
Lightning
Thunder
*These Damage Types can be replicated via magical or divine means, making them “Magical” or “Divine” versions,
which bypass non-magical or non-divine resistances and immunities.

Tearing: This type of damage is caused whenever a wound would be inflicted by pulling apart flesh through the application of consistent force.
For instance, being drawn and quartered, having an ear pulled off, or trying to hold up a heavy weight over an extended period of time might all cause tearing damage.
Typically, if this damage can be mitigated, it is through a CON save, instead of a DEX save.
Mundane: Special damage types that, while exotic, are not inherently magical.
Mental: Mental Damage is considered wholly separate from both physical and magical.
Psychic Piercing: This type of mental damage represents direct attacks on a part of a mind, including searching for a memory, trying to erase a memory, or otherwise dealing precise damage to a mind.
Degenerate: This type of mental damage represents a general assault on a target creature’s mind.
This is usually caused by area of effect mental attacks that strike indiscriminately, or effects that are intended to reduce the mental faculties of a mind. .
Magical: Damage types that are inherently magical.
Divine: Damage types that are inherently of divine origin. A spell that does divine damage, when cast by a creature with no divine connection, is counted as magical damage.
Multiclassing into a divine spellcasting class counts as having a divine connection.

Falling Damage - RAW


A creature that is falling takes 1d6 bludgeoning damage for every 10 feet they fall.

Falling Damage - Homebrew


A creature that falls takes 1 damage dice for every ten feet they fall. The size of the die begins at 1d6 and increases size by 1 every 40 feet they would fall.
Creatures that fall beyond 200 ft. take a flat 400 bludgeoning damage, regardless of the distance fallen.
Examples:
A creature that falls 30 ft. would take 3d6 bludgeoning damage.
A creature that falls 80 ft would take 8d8 bludgeoning damage.
A creature that falls 100 ft would take 10d10 bludgeoning damage.

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Rule Clarifications
Issue Clarification

Darkvision Darkvision essentially bumps light levels up one value. Darkness becomes Dim, and Dim becomes Bright.

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Homebrew Rules

General Sleeping Accommodation Costs

Stays Cost Meals Cost Drinks Cost

Room per day (Aristocratic) 4 gp Meals per day (Aristocratic) 2 gp Banquet (per person) 10 gp

Room per day (Wealthy) 2 gp Meals per day (Wealthy) 1 gp Ale (Gallon) 2 sp

Room per day (Comfortable) 8 sp Meals per day (Comfortable) 8 sp Ale (Mug) 1 sp

Room per day (Modest) 5 sp Meals per day (Modest) 5 sp Fine Wine (bottle) 10 gp

Room per day (Poor) 2 sp Meals per day (Poor) 3 sp Common Wine (pitcher) 2 sp

Room per day (Squalid) 1 sp Meals per day (Squalid) 1 sp (Specialties?) ????

Stable w/care per day 2 sp

Stable w/o care per day 1 sp


.

NPCs & Dying


Mooks vs NPCs and Death
I have chosen to use the variant rule where NPCs automatically fall unconscious at 0 hp like player characters do, and roll death saving throws. Mooks, however, do not get this benefit and die when
they reach 0 hp, unless knocked unconscious by a melee attack.
The difference between NPCs and Mooks is whether they are named or not. NPCs have names, and an individual character sheet on Roll20, and Mooks do not. Mooks can be promoted to NPCs and
given a name, a sheet, and a new image/token, depending on events in the story.

Skill Challenges
Skill challenges are essentially montage scenes in which the heroes are required to complete a fast-moving or complicated group task, and their success or failure is determined by the ratio of
successful to failing skill checks. These are a midway scenario that is too complicated for a single skill check, but too simple or quick paced for a full encounter map.
Scenarios that might call for a skill challenge might be casting a group spell, or a ritual to bring back the dead. It could be a rooftop chase, or teasing open a complex locking mechanism to a vault too
big or varied for one person to do. It could be manning a ship in a storm, or it could be arguing a court case, or it could be convincing a particularly reluctant noble` to pardon a criminal. It all depends.
A skill challenge is a series of successive skill checks by every member of the party to accomplish some piece of a larger whole. The core concept is that the party must meet the required
number of successes before they have accumulated 3 failed checks.
At the start of a Skill Challenge, the DM announces that a skill challenge is beginning, provides the party with their general goal, an idea of the danger the party faces if they fail, and the number
of successes required to succeed. From there, the DM might ask for specific skill checks, provide some options, or ask the party to come up with ideas for skill checks that they think might solve the
problem at hand.
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All Skill Challenges will follow the following rules:

Skill Challenge Rules

● Every player must make at least one skill attempt.


● No player can use the same skill twice unless specified/allowed by the DM.
● Given skills are given to the players as clear choices to overcome the challenge.
● Some skills checks may have proficiency requirements. These always have higher DCs, but
they are also more likely to give 2 successes.
● Players may come up with creative and reasonable skill checks to accomplish the goal
besides the given checks. These skills may also require proficiency at the DM’s discretion.
● Natural 20s and sometimes other high rolls may result in two successes, if there is a
reasonable outcome for it.
● Failures to checks mid-challenge might have negative consequences (like taking damage
from falling debris after pausing to think while trying to escape a collapsing keep.)
● Players can make skill checks to mitigate or even reverse the effects of failures. These can
only be done when the DM calls for them, or allows them.
● Certain spells may be used creatively to gain success in the skill challenge. Like rolling for
skills, no spell can be used more than once.
● Players might think to use a spell to automatically bypass the challenge entirely. If this spell
would, in fact, bypass the challenge, and the DM allows it, then they must succeed a
Wisdom save with a DC set to correlate with the challenge rating of the Skill Challenge to
keep their nerve while they cast the spell.
● If a spellcaster fails a Wisdom save while attempting a spell that would otherwise bypass the
challenge, the spell may still have some positive or negative outcomes, based on how close
they were to success, at the DM’s discretion.
● If a spellcaster bypasses the challenge in such a way that only he or she surpasses the
challenge automatically, the rest of the party must complete the Skill Challenge without
them, but they are given one success to compensate.

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Treasure Rules
Selling Treasure

Sometimes you want to roleplay selling your goods, and other times you want to speed through the process. This section describes the “quick” ways to offload your goods.

Treasures come in three flavors: Coins, Minor Valuables, and Named Treasures. Each have their own homebrewed rules to unlock their potential once acquired.
Treasure Description Gaining it’s Value

Coins While there are many types of coinage, in our game, we Automatic. You have a value equal to the coins you receive, which can be exchanged wherever coins are used, by
primarily use silver (.1 gp), gold (1 gp), and platinum (10 gp) anybody who wants them.
coins.

Minor There are many types of minor valuables, from gems and Minor valuables are often sold and traded even in smaller towns and communities.
Valuables precious stones to small art pieces and jewelry. Though it may take a few hours to find buyers (usually one block of 4 hours), you can simply declare that you spend some
Minor Valuables will always be called “Minor Valuables.” time looking for buyers and you will receive their value in coins in exchange for time.

Named Named treasures usually consist of large or expensive objects, Named treasures are usually too big, expensive, or even gaudy to find buyers in small towns and villages. However, in a
Treasures art pieces, and magical items. trading hub, or a big city, you can find buyers, but it takes time. The more time you take, the more interested buyers you can
find. However, that might be too much of a burden for some players, so you can receive the value up front by hiring a
merchant to sell it for you. They will want a cut of the price, though.

Time Spent Looking For Buyers Effect on the value of the treasure.

None - Hire a Merchant to Sell It for You. -20% of the base value.

1 Day Looking for Buyers You receive the item’s base value.

2 Days Looking For Buyers +10% the item’s base value.

3 Days Looking For Buyers +20% the item’s base value.

4+ Days Looking For Buyers +30% the item’s base value.

Alternatives to selling Treasure

You do not have to sell treasure to gain its value. You can use it in trade.
For instance, someone buying a 15 gp sword could use both 5 gold coins and a gem worth 10 gp to purchase the sword, or they could flat trade an object worth 15 gp for the
sword directly.
However, treasure cannot be traded for an item and change. If someone sought to trade a gem worth 20 gp for the sword, then they would gain the sword, but lose the 5 gp in
value difference.

Of course you do not have to sell treasure at all. A fine tapestry might fetch a grand price in a big city, but it would also look grand in your room or base of operations.

Lore and World Building

Forgotten Realms Notes


Human Ethnicities

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Ethnicities Appearance Cultural Notes
Calshite (Middle Eastern/Arabic) Calishites usually had dusky brown skin, brown hair and brown eyes. They were also on average a little shorter and of slighter build than most humans of For complete notes, refer to this article.
other ethnicities.

Chondathan (Mediterranean) Chondathans were usually slender with tawny skin and brown hair. They were often tall with green or brown eyes. For complete notes, refer to this article.

Damaran (Slavic) Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Hair is usually straight brown or black, although sandy blond is not unknown. Eye color For complete notes, refer to this article.
varies widely, with brown being most common.

Illuskan (Scandinavian) Illuskans were tall, fair skinned people. Most had blue or steel gray eyes. Those living on the islands in the Trackless Sea and Icewind Dale had more blonde hair, and For complete notes, refer to this article.
slightly less red and brown. Those in the Sword Coast North and surrounding lands had more raven black hair, from their significant Netherese heritage.

Mulan (North African/Egyptian) Mulan are typically tall and thin with a sallow skin tone and brown or hazel eyes. For complete notes, refer to this article.
Lower class Mulan of Thay, Mulhorand, and Unther frequently have significant Rashemi or Turmish blood, resulting in darker complexions. Pure Mulan features are rare in Chessenta
due to mixing with the nearby Chondathans.
Mulan often have little body hair, ranging in color from black to dark brown, and all nobles and many other Mulan of both genders shave any hair they do have.
Mulan generally prefer simple, unadorned clothing, particularly those that worship the god-kings, so as not to outshine them.
Other differences in appearance vary by region; for example, Mulan Red Wizards of Thay are often heavily tattooed.

Rashemi (Gypsy/Darker Egyptian) Most are short (about 5 1/2 feet tall on average) and muscular, with a hardy physique. They commonly have dusky skin, dark eyes, and thick black hair. Men For complete notes, refer to this article.
are especially hairy and may maintain a thick dark beard; baldness is virtually unknown in their culture. Women often wear their hair long and elaborately plaited.

Shou (East-Asian) Shou had yellowish-bronze skin, black hair, and broad, flat features. For complete notes, refer to this article.

Tethyrian (European Melting Pot) Tethyrians are of medium build and height, although taller and broader in build than most Calishites. Their skin tends to have a dusky hue, although on For complete notes, refer to this article.
average they are increasingly fairer in complexion the farther north one travels along the Sword Coast, reflecting a decreasing fraction of Calishite heritage and an increasing fraction
of Illuskan and Low Netherese ancestry. Tethyrian hair and eye color varies widely, with brown hair and blue eyes being most common.

Turami (African American) Turami had flat faces with mahogany skin tones. Their hair was curly, and they tended towards muscular and tall builds. For complete notes, refer to this article.

Homebrewed Forgotten Realms Notes


Aarakocra

Subject Definition
Aeivern A military rank denoting a head mage in a military troop. The position is technically below a Arch General, but it holds an almost religious connotation that gives them a great deal of leeway and influence.

All shops and costs hav

Generic Shop Items and Costs


All shops and costs have been adjusted to get rid of copper and electrum (for simplicity’s sake).

Arms and Armor Shops

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Blacksmiths

Clothiers

Fletcher/Bower

Food Shops

General Good Stores

Leatherwork

Livestock

Sleeping Accommodations

Stays Cost Meals Cost Drinks Cost

Room per day (Aristocratic) 4 gp Meals per day (Aristocratic) 2 gp Ale (Gallon) 2 sp

Room per day (Wealthy) 2 gp Meals per day (Wealthy) 1 gp Ale (Mug) 1 sp

Room per day (Comfortable) 8 sp Meals per day (Comfortable) 8 sp Fine Wine (bottle) 10 gp

Room per day (Modest) 5 sp Meals per day (Modest) 5 sp Common Wine (pitcher) 2 sp

Room per day (Poor) 2 sp Meals per day (Poor) 3 sp (Specialties?) ????

Room per day (Squalid) 1 sp Meals per day (Squalid) 1 sp

Stable w/care per day 2 sp Banquet (per person) 10 gp

Stable w/o care per day 1 sp


.

For Randomized Tavern Menus, Click This Link

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For another Randomizer, Click This Link
For Randomized Drinks, Click this Link

Spellcasters and Magic Shops

Trading Posts

Vehicle Shops

Languages
Standard Speakers Script Exotic Speakers Script
Common Humans Common Abyssal Demons Infernal

Dwarvish Dwarves Dwarvish Celestial Celestials Celestial

Elvish Elves Elvish Draconic Dragons Draconic

Giant Ogres, Giants Dwarvish Deep Speech Aberrations Infernal

Gnomish Gnomes Dwarvish Infernal Devils Infernal

Goblin Goblinoids Dwarvish Primordial Elements Dwarvish

Gnoll Gnolls Common Sylvan Fey Elvish

Halfling Halflings Common Undercommon Underdark Traders Elvish

Orc Orcs Dwarvish

Downtime Activities and Games


Carnival Games

Game Mechanics
Archery | Dart/Knife/Hatchet Throwing Attack rolls against Target (AC 10). Character who beats the AC by the most wins and rolls on the prize wheel.

Cup and Ball Challenge Pay 1 silver to play. Spot the ball! Perception vs. Sleight of Hand, best two of three.

Guess Your Age Pay 1 silver. NPC Insight vs. PC Deception. If the NPC loses, roll on the Prize Wheel

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Fortuneteller Pay 1 silver and ask a question about your future. (Roll d100 - NPC casts Augury. Successfully casts on 80+. On an unsuccessful casting the NPC makes shit up.)

Feat of Strength Pay 1 silver to compete. Contested Strength check, best two of three. On a win, roll on the prize wheel.
(Arm Wrestling, Object Throwing)

Limbo Dance Pay 1 silver to compete. Contested Acrobatics check, first to fail loses. On a win, roll on the prize wheel.

Lucky Spinner You pay 1 silver to take a spin on a large wheel.


● 1-70 = no prize
● 71-80 = You get your money back
● 81-100 = Roll on the Prize Wheel
Foot Race Pay 1 silver to compete. Contested Athletics check, first to fail three checks loses. On a win, roll on the prize wheel.

Three Legged Race Pay 1 silver to compete. Contested Athletics or Acrobatics check, last group to collectively fail three times loses. On a win, roll on the prize wheel.

d100 Prize Wheel


Roll a d100 1. You get your money back.
2. “ +1 Silver
3. “ +5 Silver
4. “ +1 Gold
5. “ +5 Gold
6. “ +1 Platinum
7. A stuffed toy dog.
8. A stuffed toy horse.
9. A stuffed toy cat
10. A stuffed toy dragon
11. A straw man
12. A straw woman
13. An inflatable ball
14. 1 free drink at the local Inn
15. 1 free meal at the local Inn
16. 1 free night’s stay at the local Inn
17. A bottle of wine
18. A keg of bad ale (Sacred Stone Monastery).
19. A keg of good ale.
20. A fishing Pole
21. A Pan Flute
22. A Three-Dragon Ante Set
23. A Dice Set
24. A Dragonchess Set
25. A Playing Card Set
26. A Drum
27. A Horn (Instrument)
28. A Shawm (Instrument)
29. A Flute
30. A set of Cook’s Utensils
31. Brewer’s Supplies
32. A set of Cobbler’s Tools
33. A set of Leatherworker’s Tools
34. Calligrapher’s Supplies
35. Cartographer’s tools
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36. Cobbler’s Tools
37. Weaver’s Tools
38. Woodcarver’s Tools
39. A Healer’s Kit
40. A Herbalism Kit
41. A Piece of Crystal that glows faintly in the moonlight
42. A gold Coin minted in an unknown land
43. A mysterious book written in an unknown language (celestial).
44. A large tooth from an unknown beast
45. A glass orb filled with moving smoke (magical - transmutation- no identifiable purpose)
46. A 1-pound egg with a bright red shell
47. A multicolored Stone Disc
48. A glass orb filled with water, in which swims a clockwork goldfish
49. A whistle made from gold-colored wood
50. A small set of toy soldiers
51. A glass jar containing lard with a label that reads, “Griffon Grease”
52. A brightly colored top hat.
53. A brightly colored bowler hat.
54. A brightly colored robin-hood hat with a long feather.
55. Ten glass marbles.
56. A brightly colored scarf
57. A thick Winter Coat made of bright orange fox fur
58. A stuffed griffon
59. A stuffed Beholder
60. A stuffed Monkey
61. A stuffed Fish
62. A stuffed Bat
63. A bear trap
64. A set of ten darts shaped like Starfish with large cartoony eyes.
65. A book of fairy tales.
66. A very filthy romance novel about a sultry Kobold and a Vampire.
67. A very filthy romance novel about a High Elf, a Half-Orc and a perverted Owlbear.
68. A book of History on the city of Waterdeep (+1 to history checks involving events tied to the history of Waterdeep).
69. A book of History on the city of Neverwinter (+1 to history checks involving events tied to the history of Neverwinter).
70. A book called, “Let’s be Knotty!” describing the correct method for tying 100 Knots (Take 1 minute to tie the knot, and gain Advantage on checks to tie the knot)
71. A book called “Major Religions of Ferun” (Advantage on Religion checks involving information based on major religions of Ferun).
72. 1 Free simple Weapon from the local smith worth 30 or less gold.
73. 1 free martial weapon from the local smith worth 30 or less gold.
74. Padded Armor
75. Leather Armor
76. Studded Leather Armor
77. Hide Armor
78. Chain Shirt Armor
79. Scale Mail Armor
80. Ring Mail Armor
81. Chain Mail Armor
82. A Shield
83. A mechanical umbrella
84. A set of fine clothes worth 15 gp from the local clothier.
85. A set of earrings worth 5 gp.
86. A silver torc worth 5 gp.
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87. A huge, bulging, gaudy Electrum codpiece that can be attached to most sets of armor, worth 15 gp.
88. A broken and dead iPhone
89. A small painting worth 10 gp.
90. A stone fish that when placed in water floats and swims and acts like a real fish.
91. A Riding Horse
92. A Healing Potion
93. Antitoxin
94. Alchemist’s Fire Flask
95. A basic wagon
96. The Coin of the Pendulum. (Starts with a point of luck which, once expended, also gives the DM a point of luck to use for a monster or to impose disadvantage on the character with the coin.)
97. A Greater Healing Potion
98. A random potion from V’s random potions list.
99. A tattered copy of The Monster Manual, missing some pages. (Spend an action to look up information on one monster in the book. Roll 1d00. If you beat the CR rating of the monster x5, the
monster’s entry in in your copy. If the monster is not in The Monster Manual in real life, it is not in the book.)
100. A tattered copy of Volo’s Guide to Monsters, missing some pages. (Spend an action to look up information on one monster in the book. Roll 1d00. If you beat the CR rating of the
monster x5, the monster’s entry in in your copy. If the monster is not in Volo’s Guide in real life, it is not in the book.)

Character and Monster Creation

Roll20 Monster Making Notes


● There are several different types of “creatures” I make in Roll 20: NPCs = Named Characters, MOOKS = Nameless creatures, the basic stats out of the Monster Manual, Items/Effects = These are repositories for widely used or
tradeable item abilities or graphic token for use on maps.
● Use a “-” before the name of any MOOK creature, and a “+” before an item/effect. NPCs have no markers.
● Tags: MOOK/NPC/Item/Effect, Size, Type, CR, Alignment, Faction,
● Make every creature that isn’t a basic animal “Choose When Rolling” for if the players see the ability text.
● Don’t allow players to see HP or AC. Only reveal nameplates on NPCs when the players know the character’s name.
● If a weapon can be used versatile, make a second entry for that version of the attack (unless Shaped fixes it in the sheet).
● If there is any extra damage or traits that apply on an attack, put it, and links in the attacks where it applies.
● If there is a multiattack trait for only one option (like two attacks with only a longsword), make a link in the attack for the second+ attack and label it as multiattack with a link to the multiattack trait.
● If there is a multiattack trait where two or more different attacks are available for multiattack, make Multiattack an Action following any Multiattack-available actions, and include links to all available attacks.
● On any Damage abilities/spells, add this to the bottom: [Concentration Check](~Selected|shaped_constitution_saving_throw)
● Any trait that modifies an Ability or Save (Like Keen Senses) needs to be put in both Traits and as a Modifier that applies to the applicable ability/save.

NPC Copy/Paste Text


Player View:

Gender: | Race: | Status: | Locale:


Physical Description:
About:
Known Relations:
What You Know/Bio:
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-

DM View:

Accent: | Speech Quirk(s): | Personality:


Performance Notes:
Current Location:
Secret Biography:
Secret Relations:
Plot Knowledge:
Other Secrets Held:
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