DND Online

Next Session: August 24th

Session 0 is on August 24th; this webpage is merely a reference in assocation with it. Also occuring on this day is Character Creation and the One-Shot that proceeds the Main Campaign. The content in the Session 0 PDF, as shown below, contains part of what is in this session,

Session 0 PDF

The Session PDF contains all the PowerPoint slides that I plan to use on August 24th. You'll find the game topics listed in the next section, that will also be covered on August 24th.

Game-Based Topics

Overall Theme: The Lord of the Rings.
Campaign Length: Players will reach level 12. This is over a 1.5 - 2 year period (Excel spreadsheet). I expect the game will last 43 sessions @ 3 hrs each.
Narrative Authority: I allow my players to have some narrative authority in the game. For example: The Cleric player can create the deity he/she follows (deity personality, attitudes and domain). It is up to each player to define his/her part in the world in any face-2-face meeting (and extend upon it). Any meeting associated with world-building will be 20 minutes long.
DM Style:
With respect to making rulings, most of the time, I will pause the game & look up the rules as long as it does not take too long. I like to homebrew content, and prefer story over mechanics for the most part. No more than 10 minutes will be allotted to review a ruling. (Group consensus to move forward.)
There are some things that a player would know that a character would not. Though it gets talked about like it’s some sort of sin, some meta-game knowledge is ok to have at my table, as long as everyone is having fun. This should be discussed whenever necessary.
Use of Milestones:
PCs level up when a specific milestone has been reached. Use of milestones allow us to level up when things get too easy; this is a shared decision. The main thing is that we are having fun during any run session. I do not use XP, so you do not need to count required XP to reach a target level. PCs level up between game sessions. All milestones are associated with the main storyline.
Critical Hits & Fumbles:
During any session, I will be making use of three tables as shown below:
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. One’s carrying capacity is their STR x 15. This is the weight, in pounds, that one can carry, which is high enough that most characters don't usually have to worry about it. (Push, drag, or lift.)
Officially, the PHB says hazards, such as starvation and the long-term effects of freezing (below 0 F) or scorching temperatures (above 100 F) can cause exhaustion.

TEMPERATURE. A party must succeed on a DC ten Constitution saving throw every hour they’re exposed to temperatures below 0 F or above 100 degrees F (the last one only applies if there’s also no water available).
DASHING. Dashing too many times during a chase also causes exhaustion. A character can only dash a number of times equal to 3 plus your their Constitution modifier. A character will gain a new level of exhaustion for every additional dash.
FOOD. The Player’s Handbook says characters require one pound of food per day and one gallon of water (in normal weather) to avoid exhaustion. A character can go without food for X days = 3 + Constitution Modifier (minimum of one). Every day beyond that limit, adds a new level of exhaustion.
(INT) WATER. Water is much harsher: If a character drinks half the water they need in a day, they must succeed on a DC 15 Constitution saving throw to prevent exhaustion. Anyone with no access to water automatically gains exhaustion at the end of a day.
(EXT) WATER. PCs that spend more minutes in frigid water than is equal to their Constitution score also must succeed on a DC ten Constitution saving throw to prevent exhaustion.
SPELLS: Sickening Radiance is currently the only 5e spell that inflicts exhaustion on other creatures. Tenser’s Transformation can inflict exhaustion on a character if they fail a saving throw after casting the spell.
Barbarians who choose the Path of the Berserker subclass can also self-inflict a level of exhaustion after going into a frenzy.
OTHER TRIGGERS. Other potential exhaustion triggers include rowing or travelling for more than eight hours a day, swimming for more than an hour, or going more than 24 hrs without a long rest (8 hours).
Player Spotlight:
Players will be allowed to have the spotlight during a session IF requested ahead of time. Requests for such spotlights should be requested via Discord prior to each session. An encounter will occur that has been tailored to the character. The DM will not let the player know when he/she is "on stage."
During a session, players can gain inspiration, as well as spend it.
Gaining Inspiration: Players gain inspiration through their DM.
Tracking Inspiration: A player can keep inspiration from the end of one gaming session to another. They can also SHARE inspiration freely with another player if they want to award them for something.
Spending Inspiration: If a player has a pool of inspiration tokens, the player can spend no more than one token on a single roll. Use of Inspiration must be declared beforehand. Players may also select to use a token to make a re-roll. They can earn up to three. Players with a point of inspiration can roll with an advantage on an ability check, saving throw, or attack roll of choice.
Both accessibility to magic and the level of technology is medium. Magic is beginning to once again emerge more prominently.
Attunement: Attuning to a magic item requires a creature to spend a short rest focused on only that item while being in physical contact with it (it can’t be the same short rest used to learn the item’s properties). If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words. This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity.
Spells vs. Environments: Fire spells do not work underwater. Neither do lightning spells. Environmental conditions will effect spell usage.
Spellcasting & Juggling: Players need to keep track of which hand does what. Are you right handed or left handed?
Material Components: Spell casters need to keep track of what components they have. Unless they buy one from a magic shop, they can’t simply deduct 50gp for that diamond that they need.

First Steps: Character

As your character will be part of a party, it would be prudent to communicate on Discord about your choice of race, class and any necessary equipment & supplies. Refer to the storyline re: what has taken place … and go from there. Discord: https://discord.gg/7y7tMeTkDQ. We will be making use of Discord, Google Meet, D&D Beyond, Beyond 20 and Foundry VTT (besides this website).
In D&D Beyond, there are 14 sourcebooks that you have access to. You can only pick spells and traits, amongst other things, from these books. Any homebrew stuff should be brought before the group during a face-2-face meeting; we’ll decide upon these types of things together. Characters will first play during Session 0.5 (one-shot), before proceeding to Session 1 (main campaign). With respect to abilities, roll 4d6 in D&D Beyond and drop the lowest die roll. You can arrange the abilities in any order.

If you have any problems online, you can reach out to me via Discord or by emailing me (DND Online). When you get a chance, reach out to me and answer the following questions:
* Why is your character an adventurer?
* How is your character connected to at least one other character in the group?
Last of all, use Discord and plan how you want to play together.


Races are restricted to those associated with Greyhawk only. Humans, Elves, Half-Elves, Dwarves, Halflings and Gnomes are the main races. As listed in D&D Beyond, the following minorities are also possible: Orcs, Half-Orcs, Goblins, Hobgoblins, Kobolds, Gnolls and Bugbears. Pretty much the only 5E playable races (that I can think of off-hand) that have no presence in Greyhawk are Dragonborn, Genasi, Tieflings and Aasimar. They definitely never had a nation or cultural presence on Oerth.
Orcs / Half-Orcs
Evil orcs, or euroz, are all too common across the Flanaess. Undisciplined, bestial, and savage, orcs have severe tribal rivalries and do not cooperate unless controlled by a very strong leader. Major tribes include the Vile Rune, the Bloody Head, the Death Moon, the Broken Bone, the Evil Eye, the Leprous Hand, the Rotting Eye, and the Dripping Blade. Orcs are frequently encountered as mercenaries in the Empire of Iuz, Pomarj, Bone March, and across North Kingdom. Orc-ogre cross-breeds are particularly dangerous.
Goblins, or jebli, are insidious nighttime raiders averaging 4 feet in height. More powerful creatures usually dominate them, though all goblins swear fealty to the name of the local goblin king. The names of their best-known tribes include Night Terror, Death Feast, Black Agony, Poison Wound, Bitter Ruin, and Dire Oath. Goblins are scattered across the Flanaess in hundreds of places.
Hobgoblins, also called hoch jebline (“high goblins”), are larger and more disciplined than orcs. Their tribes always fight to determine dominance, but once this order has been established the tribes frequently work together. Some of the most successful tribes are the Rippers, the Leg Breakers, the Skull Smashers, the Flesh Renders, the Marrow Suckers, the Flayers, and the Slow Killers. A great many hobgoblins live in the western part of the Empire of Iuz,and some in Bone March.
Kobolds, also named celbit, are small, vicious, reptilian scavengers, picked on by every larger race. Their most numerous tribes include the Torturers, the Impalers, the Gougers, the Cripplers, and the Mutilators. Like goblins, they are found in many places.
Gnolls, which the Flan call kell, are big, nocturnal, hyena-headed scavengers who band together very loosely. Their packs are riddled with infighting and treachery. Filthy and vile, gnolls are also strong and roam widely through every clime, threatening outlying areas. They take slaves but always look for more, as gnolls tend to eat them. Some of their largest and most feared warbands include the Scarsavage, Gashclaw, Retchtongue, and Battlehowl. Many gnolls dwell in the Pomarj and in Bone March.
Bugbears resemble hairy, feral goblins standing 7 feet (2.1 meters) tall. Their claws are not long and sharp enough to be used as weapons, so bugbears are often armoured, and armed themselves with a variety of purloined gear, which was normally second-rate and in poor repair. They survive by raiding and hunting, but are fond of setting ambushes and fleeing when outmatched. Bugbears, like other goblinoids, have a reputation for being dim-witted and brutish. This claim is not unfounded, and like their kin, bugbears have easily provoked tempers, and were prone to rages. Few bugbears overcome this flaw.