This post has potentially manipulated dice roll results.
Trollskull Manor
The Manor currently supports a Modest Lifestyle at no cost to you. If you want better than that you have to pay your selected Lifestyle cost daily.
If anyone has a problem with these pics on your phone, let me know and I'll hide them in a spoiler.
Room Descriptions in the spoiler below:
Outside
This once illustrious tavern sticks out like a sore thumb among the well-maintained buildings surrounding it. Four stories tall and boasting balconies, a turret, and five chimneys, the abandoned building was once one of the grandest in Trollskull Alley. It continues to approach grand proportions again.
The double-doors on the eastern terrace of the building open up to a generous outdoor dining patio. The patio is lit by magic torches that can be turned on or off by the staff.
A new sign is mounted at the entrance to the alley. During business hours the image of a beer mug being filled, tilted, then drained repeats as a magical image.
On the north side of the building there is an entrance for all Acquisitions Incorporated related business
First Floor
Taproom
The large taproom is furnished with several tables and chairs and an L-shaped bar. An old hearth inhabits the north side of the room.
The tavern has been cleaned up, with new wood patching several problem areas. A new wall adorns the north side to the right of the hearth. A new wall encloses a new privy for this floor, upgraded with new Bag of Pooping technology. The outside deck has been expanded into a larger dining area. A new door to the kitchen has been completed.
A new stairwell leads to a new 2nd floor dining area. Light is provided by magic torches that can be turned on or off by the staff.
Two large metal hooks adorn the wall behind the bar, holding up the large skull of a troll! Beside this skull is an animated painting that displays scenes from the Team's adventures.
Acquisitions Incorporated Giftshop
This are, formerly part of the Tavern, is the Face of the Franchise. Incorporating a gift shop, brochures, and plenty of merchandising for sale. Behind the Welcome Desk is an animated sign that alternates displaying offered services, scenes of this Franchises heroic deeds, and various ads for local businesses(updated as needed by the Secretarian). Light is provided by magic torches that can be turned on or off by the staff.
Snarf has dug out his own room under the new stairwell.
Pantry
The recently cleaned out pantry has new shelves with a small collection of bar stock. Below the shelves is a new door and stairwell to the basement. Beyond the pantry are swinging doors leading to the kitchen. Light is provided by magic torches that can be turned on or off by the staff.
Kitchen
The two heavy iron stoves in the kitchen remain mostly intact, aside from water damage and rust spots from a dripping broken window that has been barred with wood planks. A large, sturdy prep table in the center of the kitchen. Cabinets once holding kitchen tools have been restocked for full kitchen use soon. The hearth here has a few missing bricks but a large cast iron cauldron still hangs in place. Light is provided by magic torches that can be turned on or off by the staff.
Second Floor
Common Room
As befits the Franchise's main planning room, a large table for the use of all members dominates the center of this room. An animated painting displays scenes from the team's adventures(Set by any Team member) Another hearth decorates the north wall, this one in relatively good shape. Light is provided by magic torches that can be turned on or off by the staff. A large decorative rug really ties the room together.
Intact doors lead North to Cloud's Room, South to further rooms, West to the second floor dining patio(locked), Another North door to downstairs, and a new door North to the new privy for this floor(also equipped with bag of Pooping technology)
Cloud's Room
Update is waiting on the player's post
Light floods in from the cobwebbed, barred windows in the north-east turret corner. The smell of smoke is stronger in this room, accompanied by mold. The floor is dotted with burn marks, as well as a large sagging section on the east side of the room. The whole ceiling on the east side of the room is missing, as the carpenters replace sagging floor studs.
A doorway to the north leads out onto a long, wood-railed balcony overlooking Saerdoun Street. The railings are heavily damaged. A second doorway leads to a similar balcony facing westward overlooking the Alley.
A door in the south-east corner leads down a long dusty hallway to a master bedroom.
Empty Bedroom
Two stained glass windows in this bedroom hint at its former beauty. An old chandelier dangles from the ceiling, spilling light by magic torches that can be turned on or off by the staff. A four-post bed sits in the south-east corner. The bed has been stripped of its linen and a mostly unused new mattress remains. A small hearth decorates the eastern wall. Wall sconces are mounted on either side of the hearth and a small intact dresser sits beside the bed. Looking out the south window into Trollskull Alley, if you look up, you can see a lush greenhouse. Light is provided by magic torches that can be turned on or off by the staff.
Dining Hall
Once a cozy dining hall with a large oak table, now stacked to the brim with various piles of ongoing projects. A metal-framed, wooden spiral staircase in the south-east corner leads to the third floor. Looking over the piles of debris, you notice a door leading south to a spare room. Light is provided by magic torches that can be turned on or off by the staff.
Mr. Russell's Room
Working open the stuck door reveals a spare room. A simple bed is located inside with a locked chest. Locked double-doors lead out to a small balcony facing east with ornate, iron spiked railings. A few potted plants have been left out. You can get a good view of the east side of the Alley from here. Light is provided by magic torches that can be turned on or off by the staff.
Third Floor
Upper Hall
The spiral staircase in the Hall ascend into an Upper Hall. Unlit oil lamps and peeling wall-paper decorate the walls. A second spiral staircase to the north continues onward to a locked attic hatch. Directly ahead to the east, a doorway leads into a library. Another two narrow doors lead to small privies, updated with Bag of Pooping technology. Two finer, locked doors to the north-west and south-west lead to bedrooms. Finally, a south-east door leads to a larger private bath. Light is provided by magic torches that can be turned on or off by the staff.
Two large stained-glass windows shine light into the numerous shelves in the library. Desks line the south side of this room and old quills and shreds of parchment are scattered around the room. Light is provided by magic torches that can be turned on or off by the staff. Very few books have been placed on the shelves here.
Staircase
The spiral staircase leads up into a narrow, unlit hallway with two closed doors leading north and south. Light is provided by magic torches that can be turned on or off by the staff.
The attic storage room is cluttered with decor A stack of paintings sit precariously in the north-west corner. They mostly appear to be in fairly good condition and depict a wide variety of subject matter: from pastoral landscapes to aristocratic portraits of nobles. A few old mounted animal heads, such as elk and bears, lay protected under a white sheet. Old oil lamps and lanterns are scattered among the objects. Any tavern stock not stored in the cellar are stored here. Unsold Franchise merchandise is also stored here until it is sold. Light is provided by magic torches that can be turned on or off by the staff.
Ale Cellar
The pantry's new stairway descends into a dark, damp ale cellar. A table of brewing supplies sit where the old stairs used to be. The brewing supplies are dusty but usable. A new doorway leads west into the wine cellar. Newly dugout paths for the new plumbing are also freshly reinforced. Light is provided by magic torches that can be turned on or off by the staff.
Wine Cellar
Oil lamps hang down the center of the domed ceiling. Light is provided by magic torches that can be turned on or off by the staff.
Beer Mug Branding (old Turret Peak)
The old turret peak structure has been replaced by a large model of a beer mug. The mug has branding for Acquisitions Incorporated Team Trollskull on one side and Trollskull Tavern on the other. During business hours a clockwork mechanism slowly rotates the beer mug in place, the mug is lit from inside, it has the appearance of a mug filling up with beer, 2 minutes worth of bubbles are released when the "foam" reaches the top of the mug.
Trollskull Alley
Notable Trollskull Alley Merchants and residents:
Havershamble's Jewelry and Fine Mechanicals -
Next door to Troll Skull Manor is a small ornate shop with an elaborate stone façade which reads: Havershamble’s Jewelry and Fine Mechanicals, est. 1442 DR. A well-dressed half orc looms by the entrance, looking slightly out of place as he assists customers into the shop. Inside, a glittering maze of fine jewelry and mysterious clockwork machines await. Behind the display cases on a slightly elevated platform, you spy a rock gnome busily at work on a clockwork creation.
The Havershambles are an established Waterdeep family having their shop here for the last 50 years. Hardworking rock gnomes, Socally and Bumble Havershamble are quite welcoming and their shop boasts fabulous clocks and mechanical oddities built by Socally and lovely and intricate jewelry created by Bumble. Their merchandise is in high demand amongst the Waterdeep elite.
Trollskull Tailor -
Between Havershamble’s and the grocer is a three-story townhome with a recessed entry and large glass display windows. The sign reads Trollskull Tailor, est. 1451. Inside, a dizzying array of styles and fabrics are displayed. The quality of the workmanship is clearly excellent. An older, rather grumpy Halfling introduces himself as Murgo Bumblestout, owner and resident tailor. At a tailoring dummy at the back of the shop you see a young human woman busily tacking together a jacket and a young human man sweeping the floor.
Appleton's Fine Comestibles -
A dizzying array of fruits and vegetables line the entrance to this grocer. A jovial giant of a man with a slight limp greets patrons of the shop.
Artis Appleton is that giant man. He’s balding with florid cheeks and a handlebar mustache. He and his two eldest sons run the grocer. A small gang of urchins dash in and out of the shop and up and down the alley. “Don’t mind them. Those are just my boys.” Artis not only stocks produce from the local farms, but also the occasional shipment from far-away places
Joshua (7), Bertie (9), Hughie and Arno (identical twins, 11), Mal (13), and Artimus (14).
The Bent Nail - Tally, specializes in wood furniture
A small wooden sign above this shop's main door is bare except for a large, bent nail sticking out of it. The front room contains displays of ornate wooden furniture, as well as a selection of bows and crossbows. The wall behind the counter is lined with rows of finely carved wooden canes, quarterstaffs, and shields. Talisolvanar "Tally" Fellbranch, the owner and chief artisan of the Bent Nail, is a male half-elf carpenter and woodcarver.
SERVICES Tally sells wooden weapons and shields at normal cost. He also crafts and sells furniture and wood sculptures.
Murkledorn's Academy and Annex - Murkledorn’s is a private school serving children ages 8-14
A massive four-story building of stone and wood towers over the surrounding structures. Its main entrance faces Saerdoun Street, where a small courtyard leads to an impressive set of double doors flanked by marble lions. The engraving on the marble lintel reads “Murkledorn’s Manor of Fine Educatorial Pursuits”. As the sign above the door indicates Murkledorn’s is a private school serving children ages 8-14; founded by Salazar Murkledorn.
Frewn's Brews - Rival bar and source of the rat problems,
Emmick Frewn has been seen with many bruises and injuries as of late.
Stickee and Sweet - Tina Toffel and Tansy Nylif operate this delightful shop.
At the East End of Trollskull Alley sits a lovely three story townhome. The ground floor windows practically glow with candies of a every possible shape, size, and flavor.
Cassalanter Bank - This is the North Ward branch of Cassalanter Bank.
A magnificent stone building faces southward onto Delzorin Street. The sign beside the opulent wooden doors reads ‘Cassalanter Bank’.
Rumor has it that the bank's fees have elevated dramatically.
Barristan Residence -
Next to the bank is lovely three story townhome with flower boxes in every window. It bursts with color. Those that live here do so in style and luxury.
Tamori Residence -
Architecturally identical to the building next to it, this townhome has unique external décor. The front doors are red with elaborate golden designs. Part of the design appears to be a dragon, but it is unlike any dragon you have ever seen depicted. The remainder of the design appears to be lettering, but it’s a language you don’t recognize.
Steam and Steel -
During daylight hours, smoke and steam billow from the many windows around this indoor forge where metal weapons, armor, and tools are made. The forge is owned and operated by a married couple: a fire genasi named Embric and a water genasi named Avi. Both are members of the Most Careful Order of Skilled Smiths and Metalforgers. As an armorer, Avi also belongs to the Splendid Order of Armorers, Locksmiths, and Finesmiths.
Embric tends the forge and is an expert weaponsmith. Avi worships Eldath, god of peace, and uses his magic to quench hot steel. He is an expert armorsmith.
SERVICES The genasi couple sells all metal weapons, armor, and shields listed in chapter 5 of the Player's Handbook at normal cost.
Burnblast Glassblowers -
A smaller two-story structure with a stone walled lower level and a wooden upper level sits at jaunty angle between Steam and Steel and the florist. The doors are flung wide and an dwarven woman serves well-dressed customers surrounded by a sea of glass art. Nearly every surface in the front half of the building is covered in glassworks.
Ashforth Funeral Home -
Adjoining Correllon’s Crown and the florist is a building that’s exterior can only be described as somber. The double doored entrance set back from the alley in a small cobble courtyard and the sign beside it reads simply ‘Ashforth’.
Corellon's Crown - Fala sells flowers, plants, herbs, and potions.
Fala Lefaliir, an herbalist and a member of the Guild of Apothecaries and Physicians, operates out of this stately, three-story town house, the third floor of which has been converted into a greenhouse. Its translucent glass walls allow anyone on the street to see the rainbow of flowers blossoming within. Fala Lefaliir is an outgoing wood elf with long, braided hair.
SERVICES In addition to nonmagical herbal remedies, Fala sells potions of the types listed in the Fala's Potions table. Fala keeps ld6 vials of each potion in locked cabinets behind the shop counter.
FALA'S POTIONS Potion of animal friendship 125gp Potion of climbing 50gp Potion of greater healing 250gp Potion of healing 50gp Potion of water breathing 250gp
Rolling Stone -
Located directly adjacent to Corellon’s Crown is a similarly sized building from which beautiful music wafts throughout the day. The sign next to the door reads ‘Rolling Stone’.
Zephyr Post - Run by Fatima, an elderly, brown-skinned woman. Can send messages throughout Waterdeep, and can send payment for hire of almost all types of Hirelings.
Bakken's Shoes -
A small two-story building faces the south entrance to the alley. Shoes of all varieties are displayed in the windows alongside a large faded sign that reads ‘Going Out of Business, Everything Must Go.’ The sign above the door reads ‘Bakken’s Shoes and Boots for Fine Folk and Others.’
Mezro -
Across from the wine merchants and next to the boarding house sits a smaller building with a sign that reads ‘Mezro’. The mesmerizing scents of well spiced foods drift down the alley as you approach.
Beluska's Boarding House -
Near the West End of Trollskull Alley near the theater sits a large wooden house with impressive porches and balconies. The sign out front reads “Beluska’s Boarding House”.
Teatro Zanzinni and Annex -
A grand three-story building stands at the corner of Delzorin Street and Windbourne Way. Judging by the signs and playbills prominently displayed on the exterior, this is most definitely a theater. A prominent sign above the door reads “Teatro ZanZinni”.
Next to the theater sits a smaller two-story building that appears to have been assimilated into the theater’s operation by the look of all the signage. A small sign on the door reads “Ticket Office.”
Carlowe Residence
Unknown Residence
City Watch station
A squat two story building at the corner of Saerdoun Street and Windbourne Way backs onto a narrow walking passage from Trollskull Alley to Windbourne Way. A sign above both the Saerdoun Street entrance and the door leading to Trollskull Alley reads ‘City Watch’.
A freshly cleaned Troll skull is mounted above the entrance.
Book Wyrm's Treasure
The front of this bookstore is adorned with a charming sign of a gold dragon curled around a treasure hoard of books and scrolls. Inside, the shop is decorated with beautiful hardwood, and the earthy scent of old books permeates the air. The library fills two floors of this three-story building, and it somehow seems to contain more shelves than the building should be able to hold. The shop is managed by a short dragonborn of gold dragon ancestry named Rishaal the Page-Turner, who lives on the third floor. Rishaal is a member of the Watchful Order of Magists and Protectors.
SERVICES The shop contains books of all sorts. In addition, Rishaal has a small collection of spell books and allows wizards to copy spells from them at the cost listed in the Spells for Sale table. He can scribe any of these spells as a spell scroll but charges twice the listed cost for this service. SPELLS FOR SALE (* notes a spell already in possesion of Trollskull spellbooks)
This warehouse houses the inventory for KN Wine Distribution
Tiger's Eye
Du Pain Pierre
The small building on the corner of Saerdoun Street and Trollskull Alley, opposite the manor, houses a bakery. The smell of fresh bread wafts from every window and door in the building from the pre-dawn hours to midafternon
Acquisitions Inc Battle Barrel
Looking like a huge barrel of beer on wheels, Mr Timmons pilots this wagon when it's pulled behind giant spectral goats underneath the city.
Timing for downtime activities: 1 work week is 5 days, 1 tenday is 2 work weeks(obviously), 3 tendays are 1 month
(absent players that have already started playing can spend absent time as a downtime activity depending on how many days passed in the game while they were missing, there will be other downtime mixed into some of the sessions)
Characters must have the time available to perform the whole task. We used to break it up into individual days, but that just got messy with all the tracking and missing days. All investments required for said Downtime is paid up front when you start the activity.
I have some ideas as to how we can find cheap employees.....
The kobold only wants food and lodging, no pay (he can have tips and donations though), having him as an employee might prevent us from moving into an upper class tavern. This could be offset by the unskilled elf whom, at the moment, only wants lodging. Easily done shortly. We can have someone train her in the ways of entertainment rather cheaply and she can be paid in tips.
These 2 add ins can help with the budget significantly for the opening weeks. We can renegotiate after we have had a few successful months of business operations. The cook/bartender is a must, so he will be paid accordingly.
And dont forget, we have to build up enough to pay off acquisitions inc, the tavern owners guild, dung sweepers guild, and our own pay and upkeeps. Keep up the good work bringing in useful people and stuff we can sell.
Adventuring in a persistent world requires houserules to be clear and easily accessible. Any and all campaign-wide houserules will be outlined on this page. This page will be updated to accomodate rulings and changes as necessary. Suggestions are always welcome.
How I Run My Games
Anyone who I've DM'd for knows that my goal is to make the game challenging and dangerous but ultimately fair. I want you to succeed but I also want you to earn it. 5E is designed with Bounded Accuracy in mind, I try to keep this balance.
Character death will be a part of the experience. Expect it, accept it.
Also know as Our Time/Your Time. We only have 3-4 hours for our game session. We have an end time that is non-negotiable. We will start without you if you are running late. Lone Wolves, Murder Hobos, uncalled for PVP, waiting till your turn to decide what to do,and others tend to take what little time we have away from the group. The DM will deal with these on a case-by-case basis in an effort to minimize wasting the group's time. (Brief summaries, Dodge actions, character jail time, etc)
General Rules
Pretty standard stuff but I wanted to make sure that I was upfront and clear about how we'll be running stuff.
No UA, homebrew, DNDWiki or unofficial options. Any Homebrew will be added to the Homebrew section below.
When a character dies you may create a new character at the same level of the recently deceased.
DNDBeyond. The Campaign, Character Creation, and Campaign notes will be on DNDBeyond. You do not need to spend anything to use DNDBeyond, my account covers all related costs for this campaign.
Limited screens at the game table. During conversation or roleplaying your phone needs to be face down on the table. During combat you may use digital devices as a quick reference when necessary but this should be limited. This is a softening of my "absolutely no screens rule" but it's still a pet peeve.
Races
I'm limiting and changing a few races to improve the game for DMs and players.
Unused races. Aarakokra, Eladarin, Gith, Shadar-Kai, Winged Tieflings(all other Tieflings are fine), Yuan-Ti Purebloods, any Homebrew Subrace you may find here on DNDBeyond, and races from books not included in the campaign list.
These races have some balance issue for the lower levels and number of players we will have. Some case by case exceptions might be made for characters starting at a higher level much later on in the campaign.
Books Used in Campaign
Players Handbook, Dungeon Masters Guide, and Monster Manual. Obviously!
Sword Coast Adventurers Guide.
Volo's Guide to Monsters.
Xanathar's Guide to Everything.
Mordenkainen's Tome of Foes.
Acquisitions Incorporated. Adventuring as a corporate business model! IF the campaign is an Acq Inc team, then the various positions will come into play. This gives a few more options and abilities to your characters.
Nat 20s and Nat 1s
As per 5th Edidtion rules, they only mean something special on Attack Rolls or a Death Saving Throws.
Critical Fumbles on a Nat 1 do not exist. Due to the law of averages, those who attack more are also more likely to roll a nat 1. This means that highly trained fighter or monk that attacks many times a round is more likely to hit teammates than a barely trained peasant. That is why it was never included in 5E.
Cringe
TBD
You know who you are...
We'll update this as we go.
My Homebrew Content
*Subject to Change
Death Saving Throws
You roll your own death saving throws, but you roll it behind the DM screen. Your fate is still in your hands, but you don't know how close/far you are from death.
Simplified Sidekick rules
For Familiars, Steeds, Mounts, Urchin's rat, and most general "pets"
"Pets" that already level up as part of some class feature will be adjusted on a case-by-case basis. Some Class adjustments might be better than this system.
After you acquire your pet or humanoid cohort (Find Familiar, Find Steed, purchased Mount, Animal Friendship spell target, and regularly acquired pets) they will "level up" when your character does.
When your PC gains a new level, these Sidekicks will gain an additional Hit Die(HD) of the same type that they already have.
Every 4th HD your Sidekick will gain an ASI or a Feat(conditionally).
Every 5th HD, your Sidekick will increase it's proficiency bonus by 1.
Both of these increases will also adjust the Sidekick's skills, attacks, DCs, etc. The DM will make a new monster stat block for your Sidekick during the downtime between sessions.
Awakened Beast PC
(this involves a lot of work for the DM to create the race for you in DnDBeyond, but only in the beginning. Initially we'll get it set up with your Ability modifiers, the rest will be filled in between sessions)
You can play as an Awakened(non-flying)Small or Medium Beast as per the 5th level Druid spell Awaken. This assumes that your PC is past the 30 days of being Charmed by that Druid and you either chose to make your own way in the world or they were mean to you and you left.
This be a custom made race by the DM here on DnDBeyond, most of the existing Awakened Homebrews on here are usually way unbalanced.
You will use the same stats as the monster with an Intelligence of 10, no ability rolls needed.
(Big maybe on this one. Last time this was done, the DM did a whole lot of work for the players to never finish their character and only showed up for one session)
Bardic Magical Secrets
Because replacing a Magical Secrets Spell can only be replaced by a regular Bard Spell.
Find Steed for Magical Secrets can be Upcast for Bards who choose this spell.
Other spells may be added in the future.
Spell Points for Sorcerers
We will be trying this out if anyone wants to use a Sorcerer. Be aware that some adjustments in Spell Points per level may occur occaisionally when adjustments are needed.
Your PC will be assigned a Feat by the DM in order to track your current Spell Points. The costs and conversions for using Spell Points should be included there as well.
Dragonwrought Kobold
A rare Kobold that borrows some of the Dragonborn flavor.
Plays more like a small Dragonborn than a Kobold.
Should be able to take both Dragonborn and Kobold Feats (if the DM can get it to work)
Darts have the Ammunition Property
They are cheap and tiny. And outside of a Net they are the only item in the Ranged categories that do not already have this property.
Please remember, Two Weapon Fighting applies to melee weapons. Darts are Ranged weapons.
(We'll test this out. If it becomes a balance problem we'll readdress this.)
This is a free service to you, my account will share my books with you. This is a service I have paid for, for this very benefit.
DNDBeyond is a very easy way to build and track your character. And it helps me when it comes to the usual DM homework.
You can log into DNDBeyond through your Google, Twitch, Apple, and Discord accounts.
You can click on my name on the campaign page and send me messages any time. I will also be sending out messages if they need to be sent for character specific notes, instructions, etc.
Joining the Campaign
The DM will provide a link to the the campaign page for this Adventure.
Either claim an unclaimed character, or create one of your own.
Choose Standard Character Creation
Home tab
Name your Character
Choosing your character portrait, it is recomended to choose your character portrait after you have selected a race, as it brings pics for that race to the top. You can also upload your own art here.
Sources, turn off all sources.
Turn off partnered Content
Advancement Type is Milestone
Hit Point Type is Fixed. All the monsters are fixed too.
Use Prerequisites, turn on both Feats and Multiclass.
Ability Sore/Modifier Display set to your personal preference. I recommend Modifier on top, as you use the Modifier more often.
Character Privacy set to your personal preference. Either way the DM can still see what he needs to see, and either way the other PCs cannot see the more personal details and notes for your character.
Race Tab
Choose your Race from the available source books, with exception of the list of banned Races below: Aarakokra, Eladarin, Gith, Shadar-Kai, Winged Tieflings(all other Tieflings are fine), Yuan-Ti Purebloods, and any Homebrew Subrace you may find here on DNDBeyond. These races have some balance issue for the lower levels and number of players we will have. Some case by case exceptions might be made for characters starting at a higher level much later on in the campaign.
This still leaves you with almost 50 Race/Subrace combinations!
There is a popup window when you select a Race called Confirm Race. This will give a brief description of the Race and it's listed Traits. You can find more details about a Race under the Game Rules tab located at the top of the page.
After you choose your Race, check your listed traits for any Blue highlighted sections. These show that you need to make some further choices for your Race. These usually include choosing Languages, Skills, Ability Scores, etc. Not all Races will have these choices.
If you still cannot find a Race that fits your character concept, it is very easy to work with the DM to re-flavor a race without changing any of the race mechanics. Swapping around traits of different Races to achieve even further customization would require the DM to make a custom Homebrew Race, the time it would take to achieve this means it would be done between sessions in order to not take up valuable game time for all players. Be warned that your idea of a balanced custom race may differ from the DM's idea of balanced! Any such Homebrew Races will also be included in the Homebrew Section.
Class Tab
All available Classes and Subclasses from the Sourcebooks listed at the top. That's over 90 different Class/Subclass combos! There are no required classes, or a limit to how many PCs can be of the same class.
There is a popup window when you select a Class called Confirm Add Class. This will give a brief description of the Class and it's starting attributes. You can find more details about a Class and it's later abilities and subclasses under the Game Rules tab located at the top of the page.
To the right of your class name is a drop down menu for your level in this class. Leave this at 1 until you level up or you can accidentally skew the info on your Original character If you want play around to see what your character looks like ahead of time with later levels, make a copy of your character under the Creations Tab at the top of the page and play around with the Copy! The free DNDBeyond account has a limit of 5 characters.
Below your Class listing there should be some blue highlighted boxes where you need to make some choices. These usually include your Class Skills Proficiency, Languages, Divine Domains, Sorcerous Origins, etc. There is also a Green Plus Sign below this to show you Class Features you would gain at later levels in this Class.
Any Class that has a Spellcasting ability will also have a Spells tab next to class features. This is where the Casters will pick their Spells Known and/or their Prepared Spells for the day.
Abilities Tab
Choose Standard Array in the drop down menu. For more customization in your abilities, choose the Point Buy option(Standard Array are just predetermined Point Buy stats, both are equally balanced for large groups)
Some Homebrew may have a different selection choice here.
Assign your numbers to the Abilities of your choice.
Do not apply Race, ASI, or Feat adjustments to these numbers! DNDBeyond will automatically adjust these for you for your Initial Race choice, and future selection of ASIs and/or Feats.
This is most likely the only time you will need to do anything in this tab.
Background Tab
Choose a Background from those available in the drop down list. Detailed information on each Background is available under the Game Rules tab located at the top of the page.
If you can't find a Background that covers your character's concept, you can work with the DM to create a Custom Background from the available options(warning, this requires some DM trickery with DNDBeyond that wouldn't show up on your character until a time between sessions. This might also need to be done for some of the Variant Backgrounds)
After selecting your Background, you may be presented with a few drop down menus where you need to choose Skills, Languages, or Tools.
Suggested Characteristics: Choose 2 Personality Traits, 1 Ideal, 1 Bond, and 1 Flaw. Alternatively you can roll dice to make these choices for you.
Character Details: Choose your Alignment(remember you are part of a team, this selection is not an excuse or permission to be a toxic influence to the other players, characters, and our limited game time) Choose a Faith if you wish. Choose a Lifestyle your character chooses to live at, the listed cost is per day your PC is not in the Wilderness.
Physical Characteristics: Mostly your personal choices here. You can find charts to roll for your Height and Weight in the Players Handbook or Volo's Guide, select either of these in the Sources tab at the top of your screen.
Personal Characteristics: This should display the choices you made under Suggested Characteristics above.
Notes. This is where you'll keep your notes on your Backstory, Allies, Enemies, and any other Notes you wish to keep. At the very least figure out a brief Backstory for your character. This info may or may not come up in the campaign, but it can help you roleplay your PC. If you are stuck, there is a handy section called This is Your Life in Xanathar's Guide to Everything in the Sources tab located at the top of the page.
Please also remember your character is Level 1! Just because you list yourself as King in your backstory doesn't make you King in this campaign.
Equipment Tab (only after you have chosen your Class and Background!)
Under Starting Equipment you will have a choice of Equipment or Gold, select Equipment. DO THIS LAST, AND ONLY ONCE! (it can get messy on your equipment tab and YOU will have to manually delete each item to clear everything out)
STARTING GOLD. If the starting euipment does not contain the armor and weapons that you wish, you can choose starting gold instead. It can roll randomly either on the site or with your own dice in front of the DM. After adding your gold, go back to starting euipment and add your equipment from your background(leave class options blank)Use this gold to purchase the equipment that you wish.
Your Equipment tab should now display the following things:
Your Total Weight carried in the upper left.
Various things listed under Other Possessions, usually some random things from your Background
Your Inventory area should now have a number next to it. Expand the Inventory selection and select the green WIELD button on the Weapons you want to be displayed in the Attacks section of your character sheet and select the green WEAR button on the Armor and/or Shield your wish your character to wear(this will show up and adjust your AC on your character sheet) These selection will now also show up as your Active Items just above your Inventory.
In the upper left, right next to Manage,is the Currency selection. This is where you will add or subtract your money. Your Starting Gold should already be showing there at this time.
What's Next Tab
View Character Sheet
This will display the online version of your character sheet. There is also an icon to the right of the What's Next tab(looks like a sheet of paper) that performs the same function.
Export Character Sheet
Pressing this button will download a PDF version of your character sheet to your device, for printing at your convenience. You may have to modify some of the windows on the PDF, some of the info is bunched up and repetitive.
Page Icon
Once you have selected your Race, Class, and Abilities a Page icon becomes available on the far right. This will bring you to your "Character Sheet" on DNDBeyond. The GUI has greatly improved over the years, lately even including a dice roller function.
Campaign will use these Variant Rules:
Customizing Ability Score
(PHB pg 13)
Variant Humans
(PHB pg 31)
Feats
(PHB pg 165)
Multiclassing
(PHB pg 163)
Inspiration
(PHB pg 125)
Milestone XP
(DMG pg261)
Skills with different Abilities
(PHB pg 175)
The Blessed of Corellon
(MTF p45)
Half-Elf Variants
(SCAG p116)
Tiefling Variants
(MTFp21)
Renown
(DMG pg 129)
Fixed Hit Dice on level up.
(PHB p15)
Variant: Spell Points
(DMG p288) As a trial for Sorcerers only.
Variant Backgrounds
(PHB pg 130-136) Including the custom Backgrounds rule, though that will take some work on the DM's side of things.
Hitting Cover
(DMG pg 272)
First, determine whether the attack roll would have hit the protected target without the cover. If the attack roll falls within a range low enough to miss the target but high enough to strike the target if there had been no cover, the object used for cover is struck. If a creature is providing cover for the missed creature and the attack roll exceeds the AC of the covering creature, the covering creature is hit.
Playing on a grid and using miniatures
(PHB pg 192, DMG pg 250-252)
Squares. Each square on the grid represents 5 feet.
Speed. Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.
Entering a Square. To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of difficult terrain.
Corners. Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.
Ranges. To determine the range on a grid between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Variant Encumbrance
(PHB p176)
When you use this variant, ignore the Strength column of the Armor table in chapter 5.
If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.
If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
Campaign will use these Variant Rules:
Cleaving through Creatures (DMG p272)
If your player characters regularly fight hordes of lower-level monsters, consider using this optional rule to help speed up such fights.
When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.
Sleep (XGE p77)
Just as in the real world, D&D characters spend many hours sleeping, most often as part of a long rest. Most monsters also need to sleep. While a creature sleeps, it is subjected to the unconscious condition. Here are a few rules that expand on that basic fact.
Waking Someone. A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise—such as yelling, thunder, or a ringing bell—also awakens someone that is sleeping naturally.
Whispers don't disturb sleep, unless a sleeper's passive Wisdom (Perception) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom (Perception) score of 15 or higher.
Sleeping in Armor. Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.
When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn't reduce your exhaustion level.
Going without a Long Rest. A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effects of sleep deprivation on characters and creatures, use these rules.
Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion.
It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest.
Climb onto a Bigger Creature (DMG p271)
If one creature wants to jump onto another creature, it can do so by grappling. A Small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.
As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature’s space and clings to its body. While in the target’s space, the smaller creature moves with the target and has advantage on attack rolls against it.
The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature’s ability to attack the smaller creature depends on the smaller creature’s location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and throwing it—by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.
Falling (XGE p77)
Rate of Falling
When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.
Flying Creatures and Falling
A flying creature in flight falls if it is knocked prone, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the fly spell.
If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is prone, it can halt the fall on its turn by spending half its flying speed to counter the prone condition (as if it were standing up in midair).
Campaign will use these Variant Rules:
Tool Proficiency (XGEp78)
Tools and Skills Together. Tools have more specific applications than skills. The History skill applies to any event in the past.
To make tool proficiencies more attractive choices for the characters, you can use the methods outlined below.
Advantage. If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage. This simple benefit can go a long way toward encouraging players to pick up tool proficiencies. In the tool descriptions that follow, this benefit is often expressed as additional insight (or something similar), which translates into an increased chance that the check will be a success.
Added Benefit. In addition, consider giving characters who have both a relevant skill and a relevant tool proficiency an added benefit on a successful check. This benefit might be in the form of more detailed information or could simulate the effect of a different sort of successful check. For example, a character proficient with mason's tools makes a successful Wisdom (Perception) check to find a secret door in a stone wall. Not only does the character notice the door's presence, but you decide that the tool proficiency entitles the character to an automatic success on an Intelligence (Investigation) check to determine how to open the door.
Tool Descriptions. The following sections go into detail about the tools presented in the Player's Handbook, offering advice on how to use them in a campaign.
Components. The first paragraph in each description gives details on what a set of supplies or tools is made up of. A character who is proficient with a tool knows how to use all of its component parts.
Skills. Every tool potentially provides advantage on a check when used in conjunction with certain skills, provided a character is proficient with the tool and the skill. As DM, you can allow a character to make a check using the indicated skill with advantage. Paragraphs that begin with skill names discuss these possibilities. In each of these paragraphs, the benefits apply only to someone who has proficiency with the tool, not someone who simply owns it.
With respect to skills, the system is mildly abstract in terms of what a tool proficiency represents; essentially, it assumes that a character who has proficiency with a tool also has learned about facets of the trade or profession that are not necessarily associated with the use of the tool.
In addition, you can consider giving a character extra information or an added benefit on a skill check. The text provides some examples and ideas when this opportunity is relevant.
Special Use. Proficiency with a tool usually brings with it a particular benefit in the form of a special use, as described in this paragraph.
Sample DCs. A table at the end of each section lists activities that a tool can be used to perform, and suggested DCs for the necessary ability checks.
Human Languages (SCAG p112)
Many human ethnicities and nations in Faerûn have their own language in addition to Common Most human languages are written in Thorass the alphabet of Old Common derived from the Chondathan language that traders used as their common tongue A few human languages use other alphabets including Draconic Dethek and Espruar The languages of the ethnicities described in the Players Handbook and this book are as follows:
Arkaiun: Dambrathan (written in Espruar)
Bedine: Midani
Calishite: Alzhedo
Chondathan: Chondathan
Damaran: Damaran (written in Dethek)
Ffolk: Waelan
Gur: Guran (a patois of Roushoum and Rashemi)
Halruaan: Halruaan (written in Draconic)
Illuskan: Illuskan
Imaskari: Roushoum
Mulan: Chessentan, Mulhorandi, Untheric, or Thayan
Nar: Damaran
Rashemi: Rashemi
Shaaran: Shaaran (written in Dethek)
Shou: Shou
Tethyrian: Chondathan
Tuigan: Tuigan
Turami: Turmic
Ulutiun: Uluik
If your Dungeon Master allows this option then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.
Tying Knots (XGE p78)
The rules are purposely open-ended concerning mundane tasks like tying knots, but sometimes knowing how well a knot was fashioned is important in a dramatic scene when someone is trying to untie a knot or slip out of one. Here's an optional rule for determining the effectiveness of a knot.
The creature who ties the knot makes an Intelligence (Sleight of Hand) check when doing so. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence (Sleight of Hand) check or to slip out of it with a Dexterity (Acrobatics) check.
This rule intentionally links Sleight of Hand with Intelligence, rather than Dexterity. This is an example of how to apply the rule in the "Variant: Skills with Different Abilities" section in chapter 7 of the player's handbook.
This way you have as much info to prep for continuing this fight as I do. We're starting on the 3rd round of combat at the top of the following initiative order:
Darvin
Cloud - Unconscious
Drow enemy
Gajimi
Adam
Aust
Herald - might not be able to make it this Saturday
Darvin is up first. The rooftops around you are 15 feet high. You can see the enemy surrounded by Gajimi and Herald, but he has half cover from you while you are on the ground.
Cloud made her Death Saving Throw (or did she? oooo the suspense!)
The Drow sees everyone lining up for him and turns to retreat. As he is moving away we'll pause to see if Gajimi or Herald wish to spend their reaction to make an Attack of Opportunity on him as he fiddles for something around his belt.
Gajimi and Herald resolve your attacks and we'll continue the Drow's turn Edit:had the wrong picture
Current Date:
Flamerule 19, 1492
Current Staff, Hirelings, Interns, Etc CLICK HERE
Character Creation, Variant Rules, and Homebrew, CLICK HERE
Volo's Waterdeep Enchiridion, CLICK HERE
Waterdeep's Code Legal CLICK HERE
Waterdeep Coinage, CLICK HERE
Downtime Activities CLICK HERE
Map of Waterdeep CLICK HERE
Investigation clues
Current active players:
Arthur (Joined Team Trollskull on 24 Mirtul)
Order of the Gauntlet Faction Renown: 2, Rank Chevall
Grey Hands Renown: 1
Current Downtime Activity: Pit Fighting, 4 of 5 days completed, 2 success Strength (Athletics), and Melee attack.
Past Downtime Activity results: None
Cloud (Joined Team Trollskull on 20(?) Mirtul)
Zhentarim Faction Renown: 7, Rank: Wolf
Current Downtime Activity:
Past Downtime Activity results:
Carousing, 2 low class contacts
Gajimi (Co-founded Team Trollskull on 17 Mirtul, missing since 24 Mirtul)
Emerald Enclave Faction Renown: 1, Rank: Springwarden
Grey hands Faction Renown: 1
Current Downtime Activity: (unspent downtime counting down from 25 Mirtul)
Past Downtime Activity results:Crafting an Item/1 regular Potion of Healing
Bellox Baneberry (Stephanie) Loremonger
Joined on 17 Flamerule.
No Factions yet
No Downtime yet
Cartographer
Secretarian
Documancer
Obviator
Hoardsperson
Trollskull Manor
The Manor currently supports a Modest Lifestyle at no cost to you. If you want better than that you have to pay your selected Lifestyle cost daily.
If anyone has a problem with these pics on your phone, let me know and I'll hide them in a spoiler.
Room Descriptions in the spoiler below:
Outside
This once illustrious tavern sticks out like a sore thumb among the well-maintained buildings surrounding it. Four stories tall and boasting balconies, a turret, and five chimneys, the abandoned building was once one of the grandest in Trollskull Alley. It continues to approach grand proportions again.
The double-doors on the eastern terrace of the building open up to a generous outdoor dining patio. The patio is lit by magic torches that can be turned on or off by the staff.
A new sign is mounted at the entrance to the alley. During business hours the image of a beer mug being filled, tilted, then drained repeats as a magical image.
On the north side of the building there is an entrance for all Acquisitions Incorporated related business
First Floor
Taproom
The large taproom is furnished with several tables and chairs and an L-shaped bar. An old hearth inhabits the north side of the room.
The tavern has been cleaned up, with new wood patching several problem areas. A new wall adorns the north side to the right of the hearth. A new wall encloses a new privy for this floor, upgraded with new Bag of Pooping technology. The outside deck has been expanded into a larger dining area. A new door to the kitchen has been completed.
A new stairwell leads to a new 2nd floor dining area. Light is provided by magic torches that can be turned on or off by the staff.
Two large metal hooks adorn the wall behind the bar, holding up the large skull of a troll! Beside this skull is an animated painting that displays scenes from the Team's adventures.
Acquisitions Incorporated Giftshop
This are, formerly part of the Tavern, is the Face of the Franchise. Incorporating a gift shop, brochures, and plenty of merchandising for sale. Behind the Welcome Desk is an animated sign that alternates displaying offered services, scenes of this Franchises heroic deeds, and various ads for local businesses(updated as needed by the Secretarian). Light is provided by magic torches that can be turned on or off by the staff.
Snarf has dug out his own room under the new stairwell.
Pantry
The recently cleaned out pantry has new shelves with a small collection of bar stock. Below the shelves is a new door and stairwell to the basement. Beyond the pantry are swinging doors leading to the kitchen. Light is provided by magic torches that can be turned on or off by the staff.
Kitchen
The two heavy iron stoves in the kitchen remain mostly intact, aside from water damage and rust spots from a dripping broken window that has been barred with wood planks. A large, sturdy prep table in the center of the kitchen. Cabinets once holding kitchen tools have been restocked for full kitchen use soon. The hearth here has a few missing bricks but a large cast iron cauldron still hangs in place. Light is provided by magic torches that can be turned on or off by the staff.
Second Floor
Common Room
As befits the Franchise's main planning room, a large table for the use of all members dominates the center of this room. An animated painting displays scenes from the team's adventures(Set by any Team member) Another hearth decorates the north wall, this one in relatively good shape. Light is provided by magic torches that can be turned on or off by the staff. A large decorative rug really ties the room together.
Intact doors lead North to Cloud's Room, South to further rooms, West to the second floor dining patio(locked), Another North door to downstairs, and a new door North to the new privy for this floor(also equipped with bag of Pooping technology)
Cloud's Room
Update is waiting on the player's post
Light floods in from the cobwebbed, barred windows in the north-east turret corner. The smell of smoke is stronger in this room, accompanied by mold. The floor is dotted with burn marks, as well as a large sagging section on the east side of the room. The whole ceiling on the east side of the room is missing, as the carpenters replace sagging floor studs.
A doorway to the north leads out onto a long, wood-railed balcony overlooking Saerdoun Street. The railings are heavily damaged. A second doorway leads to a similar balcony facing westward overlooking the Alley.
A door in the south-east corner leads down a long dusty hallway to a master bedroom.
Empty Bedroom
Two stained glass windows in this bedroom hint at its former beauty. An old chandelier dangles from the ceiling, spilling light by magic torches that can be turned on or off by the staff. A four-post bed sits in the south-east corner. The bed has been stripped of its linen and a mostly unused new mattress remains. A small hearth decorates the eastern wall. Wall sconces are mounted on either side of the hearth and a small intact dresser sits beside the bed. Looking out the south window into Trollskull Alley, if you look up, you can see a lush greenhouse. Light is provided by magic torches that can be turned on or off by the staff.
Dining Hall
Once a cozy dining hall with a large oak table, now stacked to the brim with various piles of ongoing projects. A metal-framed, wooden spiral staircase in the south-east corner leads to the third floor. Looking over the piles of debris, you notice a door leading south to a spare room. Light is provided by magic torches that can be turned on or off by the staff.
Mr. Russell's Room
Working open the stuck door reveals a spare room. A simple bed is located inside with a locked chest. Locked double-doors lead out to a small balcony facing east with ornate, iron spiked railings. A few potted plants have been left out. You can get a good view of the east side of the Alley from here. Light is provided by magic torches that can be turned on or off by the staff.
Third Floor
Upper Hall
The spiral staircase in the Hall ascend into an Upper Hall. Unlit oil lamps and peeling wall-paper decorate the walls. A second spiral staircase to the north continues onward to a locked attic hatch. Directly ahead to the east, a doorway leads into a library. Another two narrow doors lead to small privies, updated with Bag of Pooping technology. Two finer, locked doors to the north-west and south-west lead to bedrooms. Finally, a south-east door leads to a larger private bath. Light is provided by magic torches that can be turned on or off by the staff.
Arthur's Bedroom
Gajimi's Bedroom
Library
Two large stained-glass windows shine light into the numerous shelves in the library. Desks line the south side of this room and old quills and shreds of parchment are scattered around the room. Light is provided by magic torches that can be turned on or off by the staff. Very few books have been placed on the shelves here.
Staircase
The spiral staircase leads up into a narrow, unlit hallway with two closed doors leading north and south. Light is provided by magic torches that can be turned on or off by the staff.
Fourth Floor
Rose's Bedroom
Attic Storage
The attic storage room is cluttered with decor A stack of paintings sit precariously in the north-west corner. They mostly appear to be in fairly good condition and depict a wide variety of subject matter: from pastoral landscapes to aristocratic portraits of nobles. A few old mounted animal heads, such as elk and bears, lay protected under a white sheet. Old oil lamps and lanterns are scattered among the objects. Any tavern stock not stored in the cellar are stored here. Unsold Franchise merchandise is also stored here until it is sold. Light is provided by magic torches that can be turned on or off by the staff.
Ale Cellar
The pantry's new stairway descends into a dark, damp ale cellar. A table of brewing supplies sit where the old stairs used to be. The brewing supplies are dusty but usable. A new doorway leads west into the wine cellar. Newly dugout paths for the new plumbing are also freshly reinforced. Light is provided by magic torches that can be turned on or off by the staff.
Wine Cellar
Oil lamps hang down the center of the domed ceiling. Light is provided by magic torches that can be turned on or off by the staff.
Beer Mug Branding (old Turret Peak)
The old turret peak structure has been replaced by a large model of a beer mug. The mug has branding for Acquisitions Incorporated Team Trollskull on one side and Trollskull Tavern on the other. During business hours a clockwork mechanism slowly rotates the beer mug in place, the mug is lit from inside, it has the appearance of a mug filling up with beer, 2 minutes worth of bubbles are released when the "foam" reaches the top of the mug.
Trollskull Alley
Notable Trollskull Alley Merchants and residents:
Havershamble's Jewelry and Fine Mechanicals -
Next door to Troll Skull Manor is a small ornate shop with an elaborate stone façade which reads: Havershamble’s Jewelry and Fine Mechanicals, est. 1442 DR. A well-dressed half orc looms by the entrance, looking slightly out of place as he assists customers into the shop. Inside, a glittering maze of fine jewelry and mysterious clockwork machines await. Behind the display cases on a slightly elevated platform, you spy a rock gnome busily at work on a clockwork creation.
The Havershambles are an established Waterdeep family having their shop here for the last 50 years. Hardworking rock gnomes, Socally and Bumble Havershamble are quite welcoming and their shop boasts fabulous clocks and mechanical oddities built by Socally and lovely and intricate jewelry created by Bumble. Their merchandise is in high demand amongst the Waterdeep elite.
Trollskull Tailor -
Between Havershamble’s and the grocer is a three-story townhome with a recessed entry and large glass display windows. The sign reads Trollskull Tailor, est. 1451. Inside, a dizzying array of styles and fabrics are displayed. The quality of the workmanship is clearly excellent. An older, rather grumpy Halfling introduces himself as Murgo Bumblestout, owner and resident tailor. At a tailoring dummy at the back of the shop you see a young human woman busily tacking together a jacket and a young human man sweeping the floor.
Appleton's Fine Comestibles -
A dizzying array of fruits and vegetables line the entrance to this grocer. A jovial giant of a man with a slight limp greets patrons of the shop.
Artis Appleton is that giant man. He’s balding with florid cheeks and a handlebar mustache. He and his two eldest sons run the grocer. A small gang of urchins dash in and out of the shop and up and down the alley. “Don’t mind them. Those are just my boys.” Artis not only stocks produce from the local farms, but also the occasional shipment from far-away places
Joshua (7), Bertie (9), Hughie and Arno (identical twins, 11), Mal (13), and Artimus (14).
The Bent Nail - Tally, specializes in wood furniture
A small wooden sign above this shop's main door is bare
except for a large, bent nail sticking out of it. The front
room contains displays of ornate wooden furniture, as
well as a selection of bows and crossbows. The wall
behind the counter is lined with rows of finely carved
wooden canes, quarterstaffs, and shields.
Talisolvanar "Tally" Fellbranch, the owner and chief
artisan of the Bent Nail, is a male half-elf carpenter and
woodcarver.
SERVICES
Tally sells wooden weapons and shields at normal cost.
He also crafts and sells furniture and wood sculptures.
Murkledorn's Academy and Annex - Murkledorn’s is a private school serving children ages 8-14
A massive four-story building of stone and wood towers over the surrounding structures. Its main entrance faces Saerdoun Street, where a small courtyard leads to an impressive set of double doors flanked by marble lions. The engraving on the marble lintel reads “Murkledorn’s Manor of Fine Educatorial Pursuits”. As the sign above the door indicates Murkledorn’s is a private school serving children ages 8-14; founded by Salazar Murkledorn.
Frewn's Brews - Rival bar and source of the rat problems,
Emmick Frewn has been seen with many bruises and injuries as of late.
Stickee and Sweet - Tina Toffel and Tansy Nylif operate this delightful shop.
At the East End of Trollskull Alley sits a lovely three story townhome. The ground floor windows practically glow with candies of a every possible shape, size, and flavor.
Cassalanter Bank - This is the North Ward branch of Cassalanter Bank.
A magnificent stone building faces southward onto Delzorin Street. The sign beside the opulent wooden doors reads ‘Cassalanter Bank’.
Rumor has it that the bank's fees have elevated dramatically.
Barristan Residence -
Next to the bank is lovely three story townhome with flower boxes in every window. It bursts with color. Those that live here do so in style and luxury.
Tamori Residence -
Architecturally identical to the building next to it, this townhome has unique external décor. The front doors are red with elaborate golden designs. Part of the design appears to be a dragon, but it is unlike any dragon you have ever seen depicted. The remainder of the design appears to be lettering, but it’s a language you don’t recognize.
Steam and Steel -
During daylight hours, smoke and steam billow from
the many windows around this indoor forge where
metal weapons, armor, and tools are made. The forge is
owned and operated by a married couple: a fire genasi
named Embric and a water genasi named Avi. Both are
members of the Most Careful Order of Skilled Smiths
and Metalforgers. As an armorer, Avi also belongs
to the Splendid Order of Armorers, Locksmiths, and
Finesmiths.
Embric tends the forge and is an expert weaponsmith.
Avi worships Eldath, god of peace, and uses his magic
to quench hot steel. He is an expert armorsmith.
SERVICES
The genasi couple sells all metal weapons, armor, and
shields listed in chapter 5 of the Player's Handbook at
normal cost.
Burnblast Glassblowers -
A smaller two-story structure with a stone walled lower level and a wooden upper level sits at jaunty angle between Steam and Steel and the florist. The doors are flung wide and an dwarven woman serves well-dressed customers surrounded by a sea of glass art. Nearly every surface in the front half of the building is covered in glassworks.
Ashforth Funeral Home -
Adjoining Correllon’s Crown and the florist is a building that’s exterior can only be described as somber. The double doored entrance set back from the alley in a small cobble courtyard and the sign beside it reads simply ‘Ashforth’.
Corellon's Crown - Fala sells flowers, plants, herbs, and potions.
Fala Lefaliir, an herbalist and a member of the Guild
of Apothecaries and Physicians, operates out of this
stately, three-story town house, the third floor of which
has been converted into a greenhouse. Its translucent
glass walls allow anyone on the street to see the rainbow
of flowers blossoming within.
Fala Lefaliir is an outgoing wood elf with long,
braided hair.
SERVICES
In addition to nonmagical herbal remedies, Fala sells
potions of the types listed in the Fala's Potions table.
Fala keeps ld6 vials of each potion in locked cabinets
behind the shop counter.
FALA'S POTIONS
Potion of animal friendship 125gp
Potion of climbing 50gp
Potion of greater healing 250gp
Potion of healing 50gp
Potion of water breathing 250gp
Rolling Stone -
Located directly adjacent to Corellon’s Crown is a similarly sized building from which beautiful music wafts throughout the day. The sign next to the door reads ‘Rolling Stone’.
Zephyr Post - Run by Fatima, an elderly, brown-skinned woman. Can send messages throughout Waterdeep, and can send payment for hire of almost all types of Hirelings.
Bakken's Shoes -
A small two-story building faces the south entrance to the alley. Shoes of all varieties are displayed in the windows alongside a large faded sign that reads ‘Going Out of Business, Everything Must Go.’ The sign above the door reads ‘Bakken’s Shoes and Boots for Fine Folk and Others.’
Mezro -
Across from the wine merchants and next to the boarding house sits a smaller building with a sign that reads ‘Mezro’. The mesmerizing scents of well spiced foods drift down the alley as you approach.
Beluska's Boarding House -
Near the West End of Trollskull Alley near the theater sits a large wooden house with impressive porches and balconies. The sign out front reads “Beluska’s Boarding House”.
Teatro Zanzinni and Annex -
A grand three-story building stands at the corner of Delzorin Street and Windbourne Way. Judging by the signs and playbills prominently displayed on the exterior, this is most definitely a theater. A prominent sign above the door reads “Teatro ZanZinni”.
Next to the theater sits a smaller two-story building that appears to have been assimilated into the theater’s operation by the look of all the signage. A small sign on the door reads “Ticket Office.”
Carlowe Residence
Unknown Residence
City Watch station
A squat two story building at the corner of Saerdoun Street and Windbourne Way backs onto a narrow walking passage from Trollskull Alley to Windbourne Way. A sign above both the Saerdoun Street entrance and the door leading to Trollskull Alley reads ‘City Watch’.
A freshly cleaned Troll skull is mounted above the entrance.
Book Wyrm's Treasure
The front of this bookstore is adorned with a charming
sign of a gold dragon curled around a treasure hoard
of books and scrolls. Inside, the shop is decorated with
beautiful hardwood, and the earthy scent of old books
permeates the air. The library fills two floors of this
three-story building, and it somehow seems to contain
more shelves than the building should be able to hold.
The shop is managed by a short dragonborn of gold
dragon ancestry named Rishaal the Page-Turner, who
lives on the third floor. Rishaal is a member of the Watchful
Order of Magists and Protectors.
SERVICES
The shop contains books of all sorts. In addition, Rishaal
has a small collection of spell books and allows
wizards to copy spells from them at the cost listed in the
Spells for Sale table. He can scribe any of these spells
as a spell scroll but charges twice the listed cost for
this service.
SPELLS FOR SALE (* notes a spell already in possesion of Trollskull spellbooks)
25gp
Alarm*, Burning Hands*, Comprehend Languages, Detect Magic, Disguise Self*, False Life*,
Feather Fall, Find Familiar, Illusory Script*, Mage Armor,
Magic Missile, Shield*, Unseen Servant, Witch Bolt*
75gp
Arcane lock, continual flame, darkvision,
invisibility, Knock*, Locate object*, magic weapon, misty step, rope
trick, suggestion
150gp
Clairvoyance, counterspell, dispel magic,
fireball, fly, nondetection, water breathing
300gp
Arcane eye.fabricate, greater invisibility,
ice storm, locate creature, polymorph
750gp
Bigby's hand, cone of cold, modify memory
KN Wine Distribution
This warehouse houses the inventory for KN Wine Distribution
Tiger's Eye
Du Pain Pierre
The small building on the corner of Saerdoun Street and Trollskull Alley, opposite the manor, houses a bakery. The smell of fresh bread wafts from every window and door in the building from the pre-dawn hours to midafternon
Acquisitions Inc Battle Barrel
Looking like a huge barrel of beer on wheels, Mr Timmons pilots this wagon when it's pulled behind giant spectral goats underneath the city.
Franchise Financials
Franchise Fee: 350gp per month Running a Franchise
Additions to the next Franchise Roll:
reducing the franchise’s monthly costs by 20 percent for 2 months.
+20 Loaning out the unskilled hirelings to do work for neighbors for 2 out of every 3 days.
Links to Past Franchise Rolls:
30 Mirtul
Tavern Financials
Tavern Maintenance Costs: 50gp per tenday plus a payment of 10gp per tenday for guild fees. Running a Business
Additions to the next Tavern Roll:
+5 Gajimi working (for 20 Flamerule roll)
+40, Restocking via AI contacts
Links to past Tavern Rolls:
30 Mirtul
10 Kythorn
Majordomo
Current Downtime Activities:
HQ Upgrades - Cosmetic and Transportation. Ends on 12 Flamerule
Past Downtime Activities:
Philanthropic Enterprise (Aid for the survivors of the Fireball Attack) 50gp cost, 03 Kythorn
Mr Russell's Headquarters Modification Downtime activity.
His first check is to draft the modifications(His current work with the contractors)
11
+6 Arcana
+1 Since he is the Loremonger
12 is a success for this check, good thing Mr Russell is quite skilled in this area. 2 more checks will be made down the line before completion.
Here is a link to the Headquarters Modification Downtime: Headquarters Modification
Second check for HQ modification:
15
Third and Final Check: Final Check
Skilled Hirelings:
1.
2.
Previous Skilled Hirelings:
Alexia Ashglade, "people person" Release from Service
Current Downtime Activity:
Past Downtime Activities:
Carousing roll - 17 Made 2 allied Middle Class Contacts, for Tavern Supplies
Untrained Hirelings:
1. Quinn Rowntree is a 14 year old male human orphan
2. Findelye Isilielenion is a 15 year old female half-elf orphan
3.
4.
5.
6.
Both working on tasks around the neighborhood for 10 days of the month for 1gp value each per day. +20 to next Franchise roll.
CREW
1. Mr Timmons (future Chauffeur)
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13. Unnamed Monkey (deceased, bit by snakes when he sat on the Bone Throne)
Skilled Staff:
Peerson - Male Human Bartender/Cook
Fern - Female Half-Orc Bartender/Waitress
Rumbold - Male Dwarf Cook
Gertrude - Female Dwarf Waitress
Ella - Female Human Waitress
Unskilled Staff:
1. Snarf - Male Kobold Night Janitor
2. Tahnee - Female Gnome Cleaning
3.
4.
Contacts Made:
2 Middle Class contacts for Taverns supplies. Double the gold advertising bonus for Running a Business rolls.
Downtime Activities
Timing for downtime activities: 1 work week is 5 days, 1 tenday is 2 work weeks(obviously), 3 tendays are 1 month
(absent players that have already started playing can spend absent time as a downtime activity depending on how many days passed in the game while they were missing, there will be other downtime mixed into some of the sessions)
Characters must have the time available to perform the whole task. We used to break it up into individual days, but that just got messy with all the tracking and missing days. All investments required for said Downtime is paid up front when you start the activity.
List and links to Downtimes
Regular
Building a Stronghold,
Buying a magic item,
Carousing,
Crafting an Item,
Crime,
Gaining Renown,
Gambling,
Pit Fighting,
Relaxation,
Religious Service,
Research,
Running a Business,
Scribe a Spell Scroll,
Selling a Magic Item,
Sowing Rumors,
Training,
Work,
Franchise:
Explore Territory,
Franchise Restructuring,
Headquarters Modification,
Marketeering,
Philanthropic Enterprise,
Running a Franchise,
Scrutineering,
Shady Business Practice,
Schmoozing,
Team Building,
reserved
I have some ideas as to how we can find cheap employees.....
The kobold only wants food and lodging, no pay (he can have tips and donations though), having him as an employee might prevent us from moving into an upper class tavern. This could be offset by the unskilled elf whom, at the moment, only wants lodging. Easily done shortly. We can have someone train her in the ways of entertainment rather cheaply and she can be paid in tips.
These 2 add ins can help with the budget significantly for the opening weeks. We can renegotiate after we have had a few successful months of business operations. The cook/bartender is a must, so he will be paid accordingly.
And dont forget, we have to build up enough to pay off acquisitions inc, the tavern owners guild, dung sweepers guild, and our own pay and upkeeps. Keep up the good work bringing in useful people and stuff we can sell.
Jeremiah's Houserule Codex
Adventuring in a persistent world requires houserules to be clear and easily accessible. Any and all campaign-wide houserules will be outlined on this page. This page will be updated to accomodate rulings and changes as necessary. Suggestions are always welcome.
How I Run My Games
General Rules
Pretty standard stuff but I wanted to make sure that I was upfront and clear about how we'll be running stuff.
Races
I'm limiting and changing a few races to improve the game for DMs and players.
Books Used in Campaign
Nat 20s and Nat 1s
Cringe
My Homebrew Content
*Subject to Change
Death Saving Throws
Simplified Sidekick rules
Awakened Beast PC
Bardic Magical Secrets
Spell Points for Sorcerers
Dragonwrought Kobold
Darts have the Ammunition Property
Character Creation
DNDBeyond
Joining the Campaign
Home tab
Race Tab
Class Tab
Abilities Tab
Background Tab
Equipment Tab (only after you have chosen your Class and Background!)
Your Equipment tab should now display the following things:
Your Total Weight carried in the upper left.
Various things listed under Other Possessions, usually some random things from your Background
What's Next Tab
This will display the online version of your character sheet. There is also an icon to the right of the What's Next tab(looks like a sheet of paper) that performs the same function.
Pressing this button will download a PDF version of your character sheet to your device, for printing at your convenience. You may have to modify some of the windows on the PDF, some of the info is bunched up and repetitive.
Page Icon
Campaign will use these Variant Rules:
Customizing Ability Score
(PHB pg 13)
Variant Humans
(PHB pg 31)
Feats
(PHB pg 165)
Multiclassing
(PHB pg 163)
Inspiration
(PHB pg 125)
Milestone XP
(DMG pg261)
Skills with different Abilities
(PHB pg 175)
The Blessed of Corellon
(MTF p45)
Half-Elf Variants
(SCAG p116)
Tiefling Variants
(MTFp21)
Renown
(DMG pg 129)
Fixed Hit Dice on level up.
(PHB p15)
Variant: Spell Points
(DMG p288) As a trial for Sorcerers only.
Variant Backgrounds
(PHB pg 130-136) Including the custom Backgrounds rule, though that will take some work on the DM's side of things.
Hitting Cover
(DMG pg 272)
Playing on a grid and using miniatures
(PHB pg 192, DMG pg 250-252)
Variant Encumbrance
(PHB p176)
Campaign will use these Variant Rules:
Cleaving through Creatures (DMG p272)
Sleep (XGE p77)
Climb onto a Bigger Creature (DMG p271)
Falling (XGE p77)
When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.
Flying Creatures and Falling
Campaign will use these Variant Rules:
Tool Proficiency (XGEp78)
Human Languages (SCAG p112)
Arkaiun: Dambrathan (written in Espruar)
Bedine: Midani
Calishite: Alzhedo
Chondathan: Chondathan
Damaran: Damaran (written in Dethek)
Ffolk: Waelan
Gur: Guran (a patois of Roushoum and Rashemi)
Halruaan: Halruaan (written in Draconic)
Illuskan: Illuskan
Imaskari: Roushoum
Mulan: Chessentan, Mulhorandi, Untheric, or Thayan
Nar: Damaran
Rashemi: Rashemi
Shaaran: Shaaran (written in Dethek)
Shou: Shou
Tethyrian: Chondathan
Tuigan: Tuigan
Turami: Turmic
Ulutiun: Uluik
Tying Knots (XGE p78)
Is anyone else besides me and jeremiah using the forum?
Waterdeep Map (Warning, it's large!)
Periodically edited to show relevant places visited.
No I am as well
Rough Journal of the Adventure days:
Mirtul
13. Search for Fllon
14. Acquired Manor
15. House stuff, Gajimi befriends then runs off a squatter
16. Gajimi signs up with Emerald Enclave, scarecrow job begins.
17. Met Gartrand, crew signs Acquisitions Incorporated Franchise agreement.
18. Hired Peerson as a Bartender
19. Finished up theScarecrow job?
20. Dungsweeper Guard Duty
21. Tavern open for drinks only. Dungsweeper Guard Duty
22. Fight night looking for the Dock Ward killer. Dungsweeper Guard Duty
23. Second night looking for the Dock Ward Killer. Dungsweeper Guard Duty
24. Fight with the Drow Dock Ward Killer. Arthur joins. Dungsweeper Guard Duty
25. Dungsweeper Guard Duty
26. Dungsweeper Guard Duty, Raven joins
27. Dungsweeper Guard Duty
28. Dungsweeper Guard Duty, Carrion Crawler fight
29. Dungsweeper Guard Duty finished
30. First Business Rolls, Raven Departs
Kythorn
01. Trolltide, Waterdeep Wazoo mission, Blind Troll Fight, Tavern Upgraded to full status, Bazinga Status
02. Dragon Dude
03. FIREBALL
04 Met Renaer, House of Inspired Hands job offer
05 met Flabbergast
06 Back to in-person gaming, Gajimi rejoins the Franchise, Exploring Gralhund Villa
07 Kythorn to 12 Flamerule End of Dragon Heist, big payoff, lots of downtime, Etc
That would have been awesome!!!! Now I wanna fire here.
Here is the pic I took of the middle of combat we ended on:
https://pichost.net/i/2020/03/15/IMG_20200314_164851b5299503483494e4.jpg
This way you have as much info to prep for continuing this fight as I do. We're starting on the 3rd round of combat at the top of the following initiative order:
Darvin
Cloud - Unconscious
Drow enemy
Gajimi
Adam
Aust
Herald - might not be able to make it this Saturday
Prone drunk elf npc - status unknown
Since we're in the middle of a combat, and the library events are on hold for now, we can try to at least finish up this fight here on the forum.
There is a post at the top of the play by post forum that shows how to use the dice roller in the thread.
Hopefully everyone has notifications turned on, I'll message the others on the SASS and see if we can't get this to work for us.
Darvin is up first. The rooftops around you are 15 feet high. You can see the enemy surrounded by Gajimi and Herald, but he has half cover from you while you are on the ground.
Here's a quick mockup of the beginning of Round 3.
Brown is ground level, well lit by street lights,
Light grey is one-story rooftops, Dim light
Dark grey is two-story rooftops, darkness
We also now have art for Aust and Cloud. Anyone confused as to who is who, let me know.
Craigslist can't make it to a computer to get his turn in, so he told me what he wants on the Sass:
Darvin moves to the closest building and climbs up so the target does not have cover, and Eldritch Blasts the Drow.
To hit with Eldritch Blast D20 +5
22
And Damage if he hits: 1d10
4
And here is the map updated with his movement:
That's a hit, doing 4 dmg!
The Drow is looking like he might bolt.
Next up is a Death Saving throw from Cloud. And going from our Homebrew for these, I'll have her roll a dice "behind the screen".
Cloud made her Death Saving Throw (or did she? oooo the suspense!)
The Drow sees everyone lining up for him and turns to retreat. As he is moving away we'll pause to see if Gajimi or Herald wish to spend their reaction to make an Attack of Opportunity on him as he fiddles for something around his belt.
Gajimi and Herald resolve your attacks and we'll continue the Drow's turn Edit:had the wrong picture
Of course I will take that opportunity. I damn well don't want whatever he's fiddling with to happen. That means lost loot.... LOL....
Anyway, I'll swipe at him with my sword 13
And if it hits:Attack: 8 Damage: 6
Lets try out this roller thingy