Playing on Roll20
2. Outside of combat, players may move their character on the Virtual Tabletop a distance up to the PC's Speed, at any time. Wait for the GM to post before moving again.
Speed #Squares Distance
3. Text chat gaming: type your words and actions to speak and act. Use "" for spoken words. Use OOC for out of character speech. In the presence of NPCs please avoid using OOC speech to prevent the NPCs hearing you make plans! :)
Characters: Primary PC Start Level is half the highest PC level rounded up, created using 5e Player's Handbook or Basic Rules, no Feats or Multiclassing.
Attributes: 15 13 12 10 8 assign as desired to STR DEX CON INT WIS CHA. Alternatively a player may use Point Buy as per the 5e Player's Handbook.
Permitted Races: all 5e PHB races except Dragonborn are permitted. There are no Dragonborn in Faerun at this time (1359 DR, ca 140 years before the official 5e time period).
Human: The most common race.
Dwarf: Many Dwarves hail from Hillsafar Hall under Lord Garumbelly Hillsafar. Some Dwarves, descended from refugees fleeing the fall of Carak Nur (now Goblin Town), dwell in scattered mining and steading communities by the western mountains.
Half-Elf: Half-Elves are not too rare in human society.
Gnome: The reclusive Wenders gnome clan dwell by the Gnomarsh, near Hommlet.
Elf: The Wood Elves of Leth dwell deep in the Rawlinswood, ruled by a small Sun Elf nobility led by the Elf-Queen, Rylintara. The evil Drow are believed to dwell in the Lands of Deepearth, beneath south-western Damara. They are likely to be attacked on sight.
Halfling: Most Damaran Halflings hail from the Shire of Halfling Downs, in Carmathan.
Half-Orc: There are several Half-Orc dominated settlements around Damara, such as goodly Palischuk, and evil Goblin Town.
Tiefling. Tieflings have the blood of the ancient demon-haunted Empire of Narfell, and are much feared and hated by the common folk. They appear human, with one unusual or eye-catching feature such as mis-matched eye colours, an oddly coloured streak of hair, a cloven hoof, taloned fingernails, or even a small tail.
Classes: Any PHB class is permitted.
Barbarian - Most Damaran Barbarians are Nars from the wild forests and tundra of Soravia, or from the green depths of the Rawlinswood.
Cleric - Most Clerics in Damara revere Ilmater, god of suffering and endurance, and one of His patron saints, such as St Sollars (protection), St Dionysus (wine, roistering) or St Cecilia (redemption).
Druid - While the Old Faith of the Druids still lingers across rural Damara, its great centre of worship is the Druids' Grove under Jaroo Ashstaff in the north-western Rawlinswood, near Tellerth.
Fighter - Many Damaran Fighters are soldiers, veterans of the long wars with Zhengyi the Witch King. With the wars finally at an end, some have turned to freelance adventuring. Other Fighters are noble knights determined to restore peace and order to their beleaguered land.
Monk - Monks are moderately common in Damara. They almost exclusively trained at the Monastery of the Yellow Rose dedicated to St Sollars, high in the Earthspur mountains.
Paladin - Most Damaran Paladins revere Ilmater, and belong to the chivalrous Order of the Golden Cup. Duke Dragonsbane of Bloodstone is a famous Knight of the Order.
Ranger - The Rangers of Damara divide into loose-knit followers of the Old Faith, and the Knights of the Golden Thorn, dedicated to Ilmater.
Rogue - Most Damaran Rogues are members of the Thieves' Guild of Heliogabalus. The new King Dimian is said to have close relations with the Guild. Some evil Rogue Assassins are agents of the Citadel of Assassins.
Sorcerer - Sorcerers are very rare in Damara, and often confused with Warlocks. Most claim draconic ancestry.
Warlock - Most Warlocks in Damara continue the dark traditions of ancient Narfell, dealing with the Demon Lords of the fell Abyss. Popular Warlock patrons include Graz'zt, Prince of Desire, and Fraz-Urb'luu, Prince of Deception. Warlocks, if they are wise keep their nature secret, often claiming to be Wizards or Clerics.
Wizard - Wizards in Damara are for the most part reclusive loners, who have studied for long years under a single master to master their craft. Powerful wizards include Sylvia the Baroness of Ostel, Myrddin Viligoth the Twilight Rider, and Emelyn the Gray, one of the famed Heroes of Bloodstone.
Minor Achievement: 25 XP (Challenge 1/8)
Very Hard Achievement: 200 XP (Challenge 1)
Exceptional Achievement: 450 XP (Challenge 2)
XP for defeating monsters is divided between all characters who took part.
Example: 4 PCs defeat an Ogre, a powerful foe (Challenge 2, 450 XP). Each PC receives 450/4=112 XP. If a single PC had defeated the Ogre, this would be an exceptional achievement, worth 450 XP.
XP for high level monsters - these normally take a team of experienced adventurers to defeat.
CR 3 700 XP - eg Manticore, Hook Horror, Yeti, Minotaur, Wight
CR 4 1,100 XP - eg Ettin, Red Dragon Wyrmling, Shadow Demon
CR 5 1,800 - eg Troll, Hill Giant, Wraith, Gorgon, Flesh Golem, Elemental
CR 6 2,300 - eg Chimera, Wyvern, Young White Dragon, Vrock Demon
1-4: I: Low Level - Novice or Local Hero
5-10: II: Mid Level - Hero
11-16: III: High Level - Paragon Hero
17-20: IV: Very High Level - Epic Hero
Level XP Needed & Primary PC Start Level
1 0 (+0) - PC start level August 2020.
2 300 (+300)
3 900 (+600) - PC Start Level July 2021.
4 2,700 (+1,800) - PC Start level November 2021. Max level for most PC-class NPCs.
5 6,500 (+3,800) - PC start level March 2022
6 14,000 (+7,500) - " ca August 2022?
7 23,000 (+9,000) - " ca January 2023?
8 34,000 (+11,000) - " ca August 2023?
9 48,000 (+14,000) 'Lord'. - " ca January 2024?
10 64,000 (+16,000) Maximum level for most exceptional NPCs, max primary PC start level. - " ca August 2024?
11* 85,000 (+21,000)
The maximum level for Player Characters (and rare exceptional NPCs) is 20.
*Level 11 ('Name Level') in Faerun Adventures is a soft cap; characters of Tier III & Tier IV (Level 11-20) earn reduced (normally half) XP, and most such paragons retire or semi-retire from active adventuring to engage in territory development, rulership, politics, warfare, and other high level pursuits. Level 20 is a hard cap; such characters have reached the summit of mortal endeavour, and normally retire from adventuring, perhaps to oversee the birth of a new generation of heroes.
Long Rest: a full Long Rest normally takes 1 week, and restores all Hit Dice. Typical adventurer upkeep/subsistence cost is 1gp/day, 7gp/week. Resting overnight for at least 8 hours may restore some hit points, typically 1 hp per level. Salubrious resting in quarters such as a comfortable private room for at least 12 hours may add +1 to this recovery rate, to 2 hp/level.
Short Rests take 1 hour, but any one short rest ability recovery (eg Second Wind or Ki points) is capped at 3 times per day.
Quickdraw Weapons: Two blades (eg dagger, scimitar, shortsword) in scabbards, or javelins or darts in a quiver (maximum 4), may be drawn as a single object interaction. Fighters of Level 11+ may draw any number of such weapons as a single object interaction.
Church of Ilmater & His Saints, notably St Sollars - Lawful/Good. Clerics, Paladins of the Golden Cup. Rangers (Thorn Knights).
Followers of the Old Faith - Neutral/Good. Druids, Rangers, Barbarians.
Cult of Loviatar - Evil. Crimson Monks, Half-Orcs of Goblin Town.
Demon Cults - Chaotic Evil. Warlocks of Vaasa.
Social status Income & Expenditure
Subsistence 1sp/day, 3gp/month Maid, Scullion, Slave
Poor 2sp/day, 6gp/month Labourer, Cook, Infantry Soldier, Barmaid
Unassuming 3sp/day, 9gp/month Yeoman farmer, Corporal, Longbowman, Cavalry, Sailor
Decent 5sp/day 15gp/month Sergeant, Heavy cavalry, Tailor, Festhall Wench
Modest 1gp/day, 30gp/month Adventurer, Lieutenant, Innkeep, Reeve
Comfortable 2gp/day 60gp/month Armourer, Master Smith, wealthy Innkeep, Captain
Wealthy 4gp/day 120gp/month wealthy Merchant, Colonel, Manor Lord/Lady
Aristocratic 10gp/day 300gp/month High Priest, Baron, General
Noble 20gp/day 600gp/month Count, Duke
Royal 40gp/day 1200gp/month King
Imperial 80gp/day 2400gp/month Emperor