The Campaign
- Monday – Session Zero to Hero
- Tuesday – Looking for Trouble
- Wednesday – Leveled Up for Action
- Thursday – Making Adventures
- Friday – The Final Showdown
The Party
- Wendys: Half Elf Fighter
- James the Butler: Elf Cleric
- Cassandra Starshield: Human Paladin
- Sir Darwin: Dragonborn Ranger
- Gage: Human Wizard
- Thokk: Human Wizard
- Coolboy: Human Rogue
The House Rules
Every gaming table has it’s own house rules to help enhance the experience. Many were tried out, these are the ones that we decided to keep.
- We’re mostly using the D&D 5E (2014) as per the free Standard Reference Document, with some exceptions as noted.
- No Evil alignments – the theme is heroic, not grimdark.
- Spells are taken from the D&D 5.5E (2024) as they fixed some of the problem spells from the 2014 and we had an app to print them off.
- Initiative starts with the highest roll, then go clockwise around the table. The DM’s turn in initiative will move from table to table for each new encounter so that the enemy doesn’t always follow the same player.
- Healing potions and healing spells are at maximum effect when done out of combat. Otherwise, they will be rolled as per normal.
- Players will start with an Inspiration token in the morning and again after lunch. Inspiration is good for a reroll of any dice roll, including that of the DM or another player.
- Though we will be tracking experience, levelling will be done by milestones after each chapter in the adventure.
- When levelling up, rolled hit points will be a minimum of half the die value (i.e. d6 has a minimum of 3, d8 has a minimum of 4, etc.).
- Natural 1’s are an automatic miss but with no other penalty.
- Fail Dice Option: If you fail on a d20 check (attack roll, saving through, skill check), you get a d6. That d6 may be added to any other roll including attack rolls, damage rolls, and healing rolls. You may roll them one at a time after you see the result of your initial roll. You may have up to 3 fail dice.
- Paladin: Lay on Hands is a bonus action.
- Rogue: Steady Aim (bonus action) to gain advantage on an attack roll, but no movement allowed for this turn (from Tasha’s Guide to Everything)
