Welcome to the sleepy little river town of Daggerford along the Delimbiyr River. Daggerford is a walled town of around 300 permanent residents, the duke and his family. Outside the walled town are a number of farming hamlets within a day’s walk (15-20 miles) and a few estates of minor nobility. North along the High Road is Waterdeep.
The Delimbiyr Vale also known as the Shining Valley is part of the Savage Frontier. Parts of it are forsaken, filled with ruins, monsters and ancient secrets.
Hero's Array: 17, 15, 14, 12, 10, 8
Targets actively engaged in melee combat gain Three-Quarter Cover (+5 AC and Dex Saves) against all Ranged Attacks
If you make a successful Melee attack against a target and remain within Melee attack range (threat range):
ALL subsequent melee attacks by an ally against that target gain Advantage
Positioning does not matter (no grid vectors required)
The effect expires at the end of the current round
You cannot flank a creature you cannot see
You cannot grant a flank if you are Incapacitated
Weapon Mastery features or abilities that knock a creature Prone (like Topple) or Push them cannot affect creatures more than ONE size category larger than the attacker.
Dropping to 0 Hit Points inflicts 1 level of Exhaustion
Because a Long Rest only removes 1 level of Exhaustion per day, characters hitting 0 HP multiple times require multiple days of safe town downtime to fully recover from heavy trauma
Death saves are no longer necessary
Drinking a healing potion restores 1 HP
The remaining value of the potion is granted as Temporary Hit Points (which do not stack)
You cannot Ready a spell outside of Combat
The DM determines who might be surprised. If you’re surprised, you can’t Move or take an Action on your first turn of the Combat, and you can’t take a Reaction until that turn ends. A member of a group can be surprised even if the other members aren’t.
Surprise - First Aggressor
Sometimes someone decides they have had enough and starts combat by aggressing first. Everyone else is considered surprised.
Surprise - Stealth
If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone Hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the encounter.
Surprise - Deception
Deception can be used to set people at ease before making an attack to get surprise. In most situations, such as walking down a busy street, talking with an NPC, or strolling across a bridge; you are not considered to be threatened. If a passer-by ambushes, there is no stealth. Instead, the DM compares the Charisma (Deception) checks of anyone readying an attack with the passive Wisdom (Insight) score of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the encounter.
Surprise - Threatened Situation
If everyone is thinking combat is going to kick off at any moment, there is no Surprise. (This can be signaled by Readying an attack, such as flipping your duster to the side in preparation for a duel.)
Surprise - Paranoia
You cannot avoid being surprised by stating that you "feel threatened" or you are "always ready". This is not the same as having a Readied action. If you are paranoid, increase your passive Perception and Insight scores. Saying you are watching for any signs of treachery does not entitle you to a roll.
If you have a melee weapon equipped and an enemy within 5 feet of you attempts to use a Ranged attack, you can use your Reaction to make a Melee attack against that enemy.
If an enemy enters your threat—meaning you have a melee weapon equipped that threatens the area around you—you can use your Reaction to make a Melee attack against that enemy. If you are both making an attack, the higher attack roll goes first. Ties are simultaneous.
Experience Points: I will not be giving out experience points. Instead, every character will level at the end of each session regardless of progress.
Absent players: If you miss a session your character doesn't exist during that time. The character will still level to the rest of the party when rejoining the group.
Forgotten Realms Lore: I am not an encyclopedia of all things Forgotten Realms. Nor are your characters. If there is something you are interested in, please let me know and I will try to incorporate as I can. If there is knowledge you think your character should know, feel free to look it up in any of the many resources for the Forgotten Realms and we can figure out how to fit it in.
Lightly Obscured/Dim Light: Disadvantage to Perception
Heavily Obscured/Darkness: Blinded condition
Darkvision: +1 to Obscured, Heavy is Light and Light is Bright
Blinded: Can't see, auto-fail sight-based checks; Attacks against you have Advantage and you have Disadvantage
Cover:
half: +2 AC and Saves
three-quarter: +5 to AC and Saves
Total: can't be targeted directly; targets in melee have three-quarter cover against Range attacks
Hide: Requires (DC 15 Stealth check, Three-quarter or better Cover or Heavily Obscured and must be out of line of sight of any enemy's line of sight) gain the Invisible condition.