
While along a little-known section of the Sword Coast, you stop in a tavern to sit down in a real chair for a while. A. Level 4 Characters B. Standard Array, 27 point Point-Buy, or 4d6d1 are acceptable Stat Generation Methods (roll up to 5 sets, no mixing-and-matching between sets, you "can" reroll 1's even if they're the dropped number, but you don't "have to".) C. Any PHB, DMG, or PotA races, PHB or PotA spells, and PHB classes are alright with me. Classes or Races outside the printed books upon approval. D. Double starting gold, and add 1 Potion of Healing. No other magic items, yet. E. The party already knows each other, so if you want to make a Bond with someone from the party that would probably help! House & Variant Rules: "Dynamic Initiative" - Initiative is re-rolled every round, because the variation it brings outweighs the little bit of extra effort it requires. "Gritty Realism" (DMG pg 267) - 8 hours is a Short Rest, while 7 Days is a long rest. Spells do come back after a night's rest, as per every other edition. In-Character Skill Checks - No matter how good the result, rolls must be explained in terms of a character's actions before they officially count. "Cleave" (DMG pg 272) - If a damage roll does more damage than one target can bear, the remaining damage has a chance to carry over, if there is another enemy standing within melee range. Anyway, if you'd like to run around in pre-spellplague Faerun and possibly even save a world or two, then bring your hero and let's go! The quickest way in by far, is following the link and saying something positive in the forum! <a href="https://app.roll20.net/lfg/listing/24034/the-dibbling-duck" rel="nofollow">https://app.roll20.net/lfg/listing/24034/the-dibbling-duck</a>