Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dressed in white. Maybe you're trying to save the world from a threat that destroyed the future?

Click here to toggle editing of individual sections of the page (if possible). Halruaans usually make their journeys into Faerun for personal reasons, since their government has a strict stance against unauthorized involvement with other nations and organizations.

Adventurers might have to climb, crawl, swim, or jump to get where they need to go. You might be in the North simply to see the strangeness this wet land has to offer, or because you have made too many enemies among the desert communities of your home. Next, come constitution and wisdom, and both of those scores should be at least a 13 or 14--higher if possible. Your character’s quirks, mannerisms, and personality influence how interactions resolve. I don't take kindly to some of the actions and motivations of the people of this land, because these folk are different from me. Though I had no choice, I lament having to leave my loved ones behind. Characters in wagons, carriages, or other land vehicles choose a pace as normal. I hold no greater cause than my service to my people.

Notify administrators if there is objectionable content in this page. When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Bright light lets most creatures see normally. Use whichever mix of the two works best for you. Watch headings for an "edit" link when available. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty. If you aren't a native, your reason for leaving "home" probably has something to do with getting away from a bad situation.

The Travel Pace table assumes that characters travel for 8 hours in day. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Between Mulhorand and the distant parts of Faerun a corresponding increase in the traffic and recent events which is held in your homeland have led to the abolition of slavery. All that being said, the real name of the game when it comes to anything in D&D is having fun. I honor my deities through practices that are foreign to this land. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

The character can keep an eye out for ready sources of food and water, making a Wisdom (Survival) check when the DM calls for it. A fall from a great height is one of the most common hazards facing an adventurer. For you and for your traveling companions one can parley this particular attention into access to people and also the places that you might not otherwise you might have. Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. A one-stop shop for all things video games. I have a weakness for the new intoxicants and other pleasures of this land. Travel Pace. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, as the characters are exploring a maze of tunnels, the DM might decide that only those characters in the back rank have a chance to hear or spot a stealthy creature following the group, while characters in the front and middle ranks cannot. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). The DM assumes the roles of any characters who are participating in the interaction that don’t belong to another player at the table. A character needs one pound of food per day and can make food last longer by subsisting on half rations. View and manage file attachments for this page.

If you are a true Underdark native, you might have come to the surface as an emissary of your people, or perhaps to escape accusations of criminal behavior (whether warranted or not). If an adventuring party arranges its marching order with only two ranks, they are a front rank and a back rank. The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors.
Most of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerun for a purpose that benefits elven culture or society. As someone new to these strange lands, I am cautious and respectful in my dealings. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. Ranged-weapon users should waste no time in grabbing the Sharpshooter feat, while melee combatants should grab Resilient.

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign.

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They've got some of the best bonus spells a ranger can get (including Misty Step and Haste), and abilities that eventually allow them to teleport around the battle to deliver their attacks--even briefly become ethereal. Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. The table states how far the party can move in a period of time and whether the pace has any effect.

To visit the southern extremes of Faerun for trading purposes and few of them stray as far from home as you have, though it isn’t unusual for Zakharans. I have a strong code of honor or sense of propriety that others don't comprehend. You can spend time between adventures learning a new language or training with a set of tools. I hope to see them again one day.

Even in a dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.". Does this mean that it's slower than walking? The underdark is far more unnatural.
The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. If you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable lifestyle instead.

For a strength-based ranger, there are a couple of other choices: yes, the variant human could do this too, but a half-orc strength-based ranger would also be incredibly effective. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace.

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