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	<id>https:///wiki.witchtower.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gryknight9</id>
	<title>Adventuring  Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https:///wiki.witchtower.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gryknight9"/>
	<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/Special:Contributions/Gryknight9"/>
	<updated>2026-05-09T14:22:09Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.4</generator>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=CoS_Maps&amp;diff=5144</id>
		<title>CoS Maps</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=CoS_Maps&amp;diff=5144"/>
		<updated>2026-04-28T16:03:52Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Map !! Notes/Comments&lt;br /&gt;
|-&lt;br /&gt;
| Village of Barovia || [[File:Village of Barovia.png|thumb|Village of Barovia]] || Comment&lt;br /&gt;
|-&lt;br /&gt;
| Town of Vallaki || [[File:Town of Vallaki.pdf|thumb]] || Comment&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=File:Town_of_Vallaki.pdf&amp;diff=5143</id>
		<title>File:Town of Vallaki.pdf</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=File:Town_of_Vallaki.pdf&amp;diff=5143"/>
		<updated>2026-04-28T16:03:30Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of the town of Vallaki&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=CoS_Maps&amp;diff=5142</id>
		<title>CoS Maps</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=CoS_Maps&amp;diff=5142"/>
		<updated>2026-04-28T16:01:51Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; |- ! Location !! Map !! Notes/Comments |- | Village of Barovia || Village of Barovia || Comment |- | Example || Exam...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Map !! Notes/Comments&lt;br /&gt;
|-&lt;br /&gt;
| Village of Barovia || [[File:Village of Barovia.png|thumb|Village of Barovia]] || Comment&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=File:Village_of_Barovia.png&amp;diff=5141</id>
		<title>File:Village of Barovia.png</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=File:Village_of_Barovia.png&amp;diff=5141"/>
		<updated>2026-04-28T16:00:50Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of the village of Barovia&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=File:5eActionsReferencePage.pdf&amp;diff=5140</id>
		<title>File:5eActionsReferencePage.pdf</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=File:5eActionsReferencePage.pdf&amp;diff=5140"/>
		<updated>2026-04-28T15:57:47Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=CoSFiles&amp;diff=5139</id>
		<title>CoSFiles</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=CoSFiles&amp;diff=5139"/>
		<updated>2026-04-28T15:53:06Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* Letters and Documents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Letters and Documents ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Document Description !! Document !! Document Text&lt;br /&gt;
|-&lt;br /&gt;
| Found in the woods right after the party entered Barovia || [[File:Kolyan Indirovich Letter.png|thumb]] || [[File:KILetter.txt]]&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=CoSFiles&amp;diff=5138</id>
		<title>CoSFiles</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=CoSFiles&amp;diff=5138"/>
		<updated>2026-04-28T15:52:43Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* Letters and Documents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Letters and Documents ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Document Description !! Document !! Document Text&lt;br /&gt;
|-&lt;br /&gt;
| Found in the woods right after the party entered Barovia || [[File:Kolyan Indirovich Letter.png|thumb]] | [[File:KILetter.txt]]&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=CoSFiles&amp;diff=5137</id>
		<title>CoSFiles</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=CoSFiles&amp;diff=5137"/>
		<updated>2026-04-28T15:52:28Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* Letters and Documents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Letters and Documents ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Document Description !! Document !! Document Text&lt;br /&gt;
|-&lt;br /&gt;
| Found in the woods right after the party entered Barovia || [[File:Kolyan Indirovich Letter.png|thumb||Letter found on a dead body in the woods.]] | [[File:KILetter.txt]]&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=CoSFiles&amp;diff=5136</id>
		<title>CoSFiles</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=CoSFiles&amp;diff=5136"/>
		<updated>2026-04-28T15:51:59Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* Letters and Documents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Letters and Documents ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Document Description !! Document !! Document Text&lt;br /&gt;
|-&lt;br /&gt;
| Found in the woods right after the party entered Barovia || [[File:Kolyan Indirovich Letter.png|thumb| Letter found on a dead body in the woods.]] | [[File:KILetter.txt]]&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=CoSFiles&amp;diff=5135</id>
		<title>CoSFiles</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=CoSFiles&amp;diff=5135"/>
		<updated>2026-04-28T15:51:31Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* Letters and Documents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Letters and Documents ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Document Description !! Document !! Document Text&lt;br /&gt;
|-&lt;br /&gt;
| Found in the woods right after the party entered Barovia || [[File:Kolyan Indirovich Letter.png|256x1024px||Letter found on a dead body in the woods.]] | [[File:KILetter.txt]]&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=CoSFiles&amp;diff=5134</id>
		<title>CoSFiles</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=CoSFiles&amp;diff=5134"/>
		<updated>2026-04-28T15:50:29Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* Letters and Documents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Letters and Documents ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Document Description !! Document !! Document Text&lt;br /&gt;
|-&lt;br /&gt;
| Found in the woods right after the party entered Barovia || [[File:Kolyan Indirovich Letter.png|Letter found on a dead body in the woods.]] | [[File:KILetter.txt]]&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=CoSFiles&amp;diff=5133</id>
		<title>CoSFiles</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=CoSFiles&amp;diff=5133"/>
		<updated>2026-04-28T15:47:44Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Letters and Documents ==&lt;br /&gt;
&lt;br /&gt;
Found in the woods right after the party entered Barovia: &lt;br /&gt;
[[File:Kolyan Indirovich Letter.png|Letter found on a dead body in the woods.]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=CoSFiles&amp;diff=5132</id>
		<title>CoSFiles</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=CoSFiles&amp;diff=5132"/>
		<updated>2026-04-28T15:47:15Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: Created page with &amp;quot;== Letters and Documents ==  Found in the woods right after the party entered Barovia:  Letter found on a dead body in the woods.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Letters and Documents ==&lt;br /&gt;
&lt;br /&gt;
Found in the woods right after the party entered Barovia: &lt;br /&gt;
[[File:Kolyan Indirovich Letter.png|thumb|Letter found on a dead body in the woods.]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=File:Kolyan_Indirovich_Letter.png&amp;diff=5131</id>
		<title>File:Kolyan Indirovich Letter.png</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=File:Kolyan_Indirovich_Letter.png&amp;diff=5131"/>
		<updated>2026-04-28T15:47:08Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hail thee of might and valor:&lt;br /&gt;
&lt;br /&gt;
I, the Burgomaster of Barovia, send you honor—with despair.&lt;br /&gt;
&lt;br /&gt;
My adopted daughter, the fair Ireena Kolyana, has been these past nights bitten by a vampyr. For over four hundred years, this creature has drained the life blood of my people. Now, my dear Ireena languishes and dies from an unholy wound caused by this vile beast. He has become too powerful to conquer.&lt;br /&gt;
&lt;br /&gt;
So I say to you, give us up for dead and encircle this land with the symbols of good. Let holy men call upon their power that the devil may be contained within the walls of weeping Barovia. Leave our sorrows to our graves, and save the world from this evil fate of ours.&lt;br /&gt;
&lt;br /&gt;
There is much wealth entrapped in this community. Return for your reward after we are all departed for a better life.&lt;br /&gt;
&lt;br /&gt;
Kolyan Indirovich Burgomaster&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=CoS_PCs&amp;diff=5130</id>
		<title>CoS PCs</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=CoS_PCs&amp;diff=5130"/>
		<updated>2026-04-28T14:52:07Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Curse of Strahd Player Characters&lt;br /&gt;
&lt;br /&gt;
== George's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
[https://www.dndbeyond.com/characters/153642140 Falana Oakdream] - Female - Wood Elf - Nature Domain Cleric of Chantea&lt;br /&gt;
&lt;br /&gt;
== Mark's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
[https://www.dndbeyond.com/characters/153642300 Alarian Galadrial] - Male - High Elf - Evocation Wizard &lt;br /&gt;
&lt;br /&gt;
== Kristi's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
[https://www.dndbeyond.com/characters/148515304 Marsali Fizzlebang] - Female - Gnome - Assassin Rogue&lt;br /&gt;
&lt;br /&gt;
== Anna's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
[https://www.dndbeyond.com/characters/153639732 Noa Galaketh] - Female - Wood Elf - Way of the Four Elements Monk&lt;br /&gt;
&lt;br /&gt;
== Trevor's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
- Male - Human - Eldritch Knight&lt;br /&gt;
&lt;br /&gt;
== Helpful Links ==&lt;br /&gt;
[[Media:5eActionsReferencePage.pdf|Player Reference Guide]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Main_Page|Main Page]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=CoS_PCs&amp;diff=5129</id>
		<title>CoS PCs</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=CoS_PCs&amp;diff=5129"/>
		<updated>2026-04-28T14:50:28Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Curse of Strahd Player Characters&lt;br /&gt;
&lt;br /&gt;
== George's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
[https://www.dndbeyond.com/characters/153642140 Falana Oakdream] - Female - Wood Elf - Nature Domain Cleric of Chantea&lt;br /&gt;
&lt;br /&gt;
== Mark's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
[https://www.dndbeyond.com/characters/153642300 Alarian Galadrial] - Male - High Elf - Evocation Wizard &lt;br /&gt;
&lt;br /&gt;
== Kristi's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
[https://www.dndbeyond.com/characters/148515304 Marsali Fizzlebang] - Female - Gnome - Assassin Rogue&lt;br /&gt;
&lt;br /&gt;
== Anna's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
[https://www.dndbeyond.com/characters/153639732 Noa Galaketh] - Female - Wood Elf - Way of the Four Elements Monk&lt;br /&gt;
&lt;br /&gt;
== Trevor's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
- Male - Human - Eldritch Knight&lt;br /&gt;
&lt;br /&gt;
== Helpful Links ==&lt;br /&gt;
[http://i.imgur.com/KHroJ6s.png Player's Guide to Actions]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Main_Page|Main Page]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=CoS_PCs&amp;diff=5128</id>
		<title>CoS PCs</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=CoS_PCs&amp;diff=5128"/>
		<updated>2026-04-28T14:27:45Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* George's Character(s) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Curse of Strahd Player Characters&lt;br /&gt;
&lt;br /&gt;
== George's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
[https://www.dndbeyond.com/characters/153642140 Falana Oakdream] - Female - Wood Elf&lt;br /&gt;
&lt;br /&gt;
== Dan's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
[[Kessler]] - [[:Category:Males|Male]] [[:Category:Gnomes|Gnome]] [http://www.d20pfsrd.com/classes/base-classes/summoner Summoner] ''[http://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo---summoner-archetypes/master-summoner Master Summoner]''&lt;br /&gt;
&lt;br /&gt;
== Erik's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
[[Grikk]] - [[:Category:Males|Male]] [[:Category:Half-orcs|Half-orc]] [http://www.d20pfsrd.com/classes/base-classes/magus Magus]&lt;br /&gt;
&lt;br /&gt;
== Jody's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
[[Onica Aÿresmýth]] - [[:Category:Females|Female]] [[:Category:Elves|Elf]] ''[http://www.d20pfsrd.com/classes/core-classes/druid Druid]'' ''[http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid-archetypes/pack-lord Pack Lord]''&lt;br /&gt;
&lt;br /&gt;
[[Halvar]] - [[:Category:Males|Male]] [[:Category:Dwarves|Dwarf]] ''[https://www.d20pfsrd.com/classes/core-classes/cleric Cleric]''&lt;br /&gt;
&lt;br /&gt;
== Helpful Links ==&lt;br /&gt;
[http://i.imgur.com/KHroJ6s.png Player's Guide to Actions]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Main_Page|Main Page]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=CoS_PCs&amp;diff=5127</id>
		<title>CoS PCs</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=CoS_PCs&amp;diff=5127"/>
		<updated>2026-04-28T14:27:07Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: Created page with &amp;quot;Curse of Strahd Player Characters  == George's Character(s) ==  Falana Oakdream - Female - Wood Elf ''[https://www.dndbeyond.com/characters/153642140]''  =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Curse of Strahd Player Characters&lt;br /&gt;
&lt;br /&gt;
== George's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
[[Falana_Oakdream|Falana Oakdream]] - Female - Wood Elf ''[https://www.dndbeyond.com/characters/153642140]''&lt;br /&gt;
&lt;br /&gt;
== Dan's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
[[Kessler]] - [[:Category:Males|Male]] [[:Category:Gnomes|Gnome]] [http://www.d20pfsrd.com/classes/base-classes/summoner Summoner] ''[http://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo---summoner-archetypes/master-summoner Master Summoner]''&lt;br /&gt;
&lt;br /&gt;
== Erik's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
[[Grikk]] - [[:Category:Males|Male]] [[:Category:Half-orcs|Half-orc]] [http://www.d20pfsrd.com/classes/base-classes/magus Magus]&lt;br /&gt;
&lt;br /&gt;
== Jody's Character(s) ==&lt;br /&gt;
&lt;br /&gt;
[[Onica Aÿresmýth]] - [[:Category:Females|Female]] [[:Category:Elves|Elf]] ''[http://www.d20pfsrd.com/classes/core-classes/druid Druid]'' ''[http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid-archetypes/pack-lord Pack Lord]''&lt;br /&gt;
&lt;br /&gt;
[[Halvar]] - [[:Category:Males|Male]] [[:Category:Dwarves|Dwarf]] ''[https://www.d20pfsrd.com/classes/core-classes/cleric Cleric]''&lt;br /&gt;
&lt;br /&gt;
== Helpful Links ==&lt;br /&gt;
[http://i.imgur.com/KHroJ6s.png Player's Guide to Actions]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Main_Page|Main Page]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=CurseOfStrahdWiki&amp;diff=5126</id>
		<title>CurseOfStrahdWiki</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=CurseOfStrahdWiki&amp;diff=5126"/>
		<updated>2026-04-28T14:22:23Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== About this Wiki ==&lt;br /&gt;
&lt;br /&gt;
Curse of Strahd game - D&amp;amp;D 5E 2014 ruleset.  Home game that starts in 2025 on a roughly bi-weekly basis.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[CoS_PCs | Player Characters]] - PC info &amp;amp; histories.&lt;br /&gt;
* [[CoS_Maps | Maps]] - Maps / Topographical information of Barovia.&lt;br /&gt;
* [[CoS_NPCs | NPCs of Note]] - NPCs the group interacts with and eventually kill.&lt;br /&gt;
* [[CoSFiles | Documents]] - Documents found during the adventure.&lt;br /&gt;
* [[CoSDiary | Adventure Diary]] - Rough notes from the play sessions.&lt;br /&gt;
* [[CoSQuests | Quests]] - Quests the party has heard about, and perhaps completed.&lt;br /&gt;
* [[CoSTreasure | Party Treasury]] - Running list of the Party loot.&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=CurseOfStrahdWiki&amp;diff=5125</id>
		<title>CurseOfStrahdWiki</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=CurseOfStrahdWiki&amp;diff=5125"/>
		<updated>2026-04-28T14:22:05Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: Created page with &amp;quot;Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.  == About this Wiki ==  Curse of Strahd game - D&amp;amp;D 5E 2014...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== About this Wiki ==&lt;br /&gt;
&lt;br /&gt;
Curse of Strahd game - D&amp;amp;D 5E 2014 ruleset.  Home game that starts in 2025 on a roughly bi-weekly basis.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[CoS_PCs | Player Characters]] - PC info &amp;amp; histories.&lt;br /&gt;
* [[CoS_Maps | Maps]] - Maps / Topographical information of Barovia.&lt;br /&gt;
* [[CoS_NPCs | NPCs of Note]] - NPCs the group interacts with and eventually kill.&lt;br /&gt;
* [[CoSFiles | Documents]] - Documents found during the adventure.&lt;br /&gt;
* [[CoSDiary | Adventure Diary]] - Rough notes from the play sessions.&lt;br /&gt;
* [[CoSQuests | Quests]] - Quests the party has heard about, and perhaps completed.&lt;br /&gt;
* [[CoSTreasure | Party Treasury] - Running list of the Party loot.&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=Main_Page&amp;diff=5124</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=Main_Page&amp;diff=5124"/>
		<updated>2026-04-28T13:57:38Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* Adventuring Crossroads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Adventuring Crossroads ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strahd_icon.png|145x145px|link=CurseOfStrahdWiki]]&lt;br /&gt;
| D&amp;amp;D 5E (2014) / Curse of Strahd Wiki - A band of heroes find themselves in Barovia, a land of lost hope and compassion.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:kingmaker_icon.png|link=KingmakerWiki]]&lt;br /&gt;
| Pathfinder / Kingmaker Wiki - Our travels through the Greenbelt in search of fame and glory.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nyar_icon_scaled.jpg|link=MasksWiki]] &lt;br /&gt;
| Call of Cthulhu / Masques of Nyarlathotep Wiki - Our travels through the Heart of Darkness and beyond beyond.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:5E Icon.png|135px|link=5EWiki]]&lt;br /&gt;
| Adventures in Faerûn&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Amber_DRPG.jpg|135px|link=AmberWiki]]&lt;br /&gt;
| Amber Diceless Roleplaying - Journeys into the imagination with a wide cast of characters.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Compendium.jpg|135px|link=CompendiumWiki]]&lt;br /&gt;
| My Adventuring Tales &amp;amp; Information - Mixture of Blog, Repository and Module storage for Role Playing Games&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Return to Jody's Web @ https://witchtower.org&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [//www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=Main_Page&amp;diff=5123</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=Main_Page&amp;diff=5123"/>
		<updated>2026-04-28T13:57:15Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* Adventuring Crossroads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Adventuring Crossroads ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strahd_icon.png|150x150px|link=CurseOfStrahdWiki]]&lt;br /&gt;
| D&amp;amp;D 5E (2014) / Curse of Strahd Wiki - A band of heroes find themselves in Barovia, a land of lost hope and compassion.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:kingmaker_icon.png|link=KingmakerWiki]]&lt;br /&gt;
| Pathfinder / Kingmaker Wiki - Our travels through the Greenbelt in search of fame and glory.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nyar_icon_scaled.jpg|link=MasksWiki]] &lt;br /&gt;
| Call of Cthulhu / Masques of Nyarlathotep Wiki - Our travels through the Heart of Darkness and beyond beyond.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:5E Icon.png|135px|link=5EWiki]]&lt;br /&gt;
| Adventures in Faerûn&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Amber_DRPG.jpg|135px|link=AmberWiki]]&lt;br /&gt;
| Amber Diceless Roleplaying - Journeys into the imagination with a wide cast of characters.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Compendium.jpg|135px|link=CompendiumWiki]]&lt;br /&gt;
| My Adventuring Tales &amp;amp; Information - Mixture of Blog, Repository and Module storage for Role Playing Games&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Return to Jody's Web @ https://witchtower.org&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [//www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=Main_Page&amp;diff=5122</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=Main_Page&amp;diff=5122"/>
		<updated>2026-04-28T13:57:02Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* Adventuring Crossroads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Adventuring Crossroads ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strahd_icon.png|100x100px|link=CurseOfStrahdWiki]]&lt;br /&gt;
| D&amp;amp;D 5E (2014) / Curse of Strahd Wiki - A band of heroes find themselves in Barovia, a land of lost hope and compassion.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:kingmaker_icon.png|link=KingmakerWiki]]&lt;br /&gt;
| Pathfinder / Kingmaker Wiki - Our travels through the Greenbelt in search of fame and glory.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nyar_icon_scaled.jpg|link=MasksWiki]] &lt;br /&gt;
| Call of Cthulhu / Masques of Nyarlathotep Wiki - Our travels through the Heart of Darkness and beyond beyond.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:5E Icon.png|135px|link=5EWiki]]&lt;br /&gt;
| Adventures in Faerûn&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Amber_DRPG.jpg|135px|link=AmberWiki]]&lt;br /&gt;
| Amber Diceless Roleplaying - Journeys into the imagination with a wide cast of characters.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Compendium.jpg|135px|link=CompendiumWiki]]&lt;br /&gt;
| My Adventuring Tales &amp;amp; Information - Mixture of Blog, Repository and Module storage for Role Playing Games&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Return to Jody's Web @ https://witchtower.org&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [//www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=File:Strahd_icon.png&amp;diff=5121</id>
		<title>File:Strahd icon.png</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=File:Strahd_icon.png&amp;diff=5121"/>
		<updated>2026-04-28T13:55:34Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=Main_Page&amp;diff=5120</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=Main_Page&amp;diff=5120"/>
		<updated>2026-04-28T13:55:10Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Adventuring Crossroads ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strahd_icon.png|link=CurseOfStrahdWiki]]&lt;br /&gt;
| D&amp;amp;D 5E (2014) / Curse of Strahd Wiki - A band of heroes find themselves in Barovia, a land of lost hope and compassion.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:kingmaker_icon.png|link=KingmakerWiki]]&lt;br /&gt;
| Pathfinder / Kingmaker Wiki - Our travels through the Greenbelt in search of fame and glory.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nyar_icon_scaled.jpg|link=MasksWiki]] &lt;br /&gt;
| Call of Cthulhu / Masques of Nyarlathotep Wiki - Our travels through the Heart of Darkness and beyond beyond.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:5E Icon.png|135px|link=5EWiki]]&lt;br /&gt;
| Adventures in Faerûn&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Amber_DRPG.jpg|135px|link=AmberWiki]]&lt;br /&gt;
| Amber Diceless Roleplaying - Journeys into the imagination with a wide cast of characters.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Compendium.jpg|135px|link=CompendiumWiki]]&lt;br /&gt;
| My Adventuring Tales &amp;amp; Information - Mixture of Blog, Repository and Module storage for Role Playing Games&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Return to Jody's Web @ https://witchtower.org&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [//www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=Onica-Session_12_Notes&amp;diff=5119</id>
		<title>Onica-Session 12 Notes</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=Onica-Session_12_Notes&amp;diff=5119"/>
		<updated>2026-04-27T14:19:59Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: Created page with &amp;quot;+250gp from conversion of BP due to kingdom building/paying Roland back.  -50gp purchase Potion of Hiding from Animals to give to Kobolds. ------ Erastus 9th Go to Kobolds tha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;+250gp from conversion of BP due to kingdom building/paying Roland back.&lt;br /&gt;
&lt;br /&gt;
-50gp purchase Potion of Hiding from Animals to give to Kobolds.&lt;br /&gt;
------&lt;br /&gt;
Erastus 9th&lt;br /&gt;
Go to Kobolds that are mining Silver for us.  Chief Rubberscale (2 heads) Mick-Mick.  Chief Suitscale.  New throne &amp;amp; caverns have been upgraded/widened.&lt;br /&gt;
&lt;br /&gt;
3 Trolls + Ettin(?)&lt;br /&gt;
&lt;br /&gt;
the team talked the Kobold's into staying with the kingdom.  gave potion away.&lt;br /&gt;
&lt;br /&gt;
Burrow / Call Lightning&lt;br /&gt;
-20 gp for Rations, Elven trail&lt;br /&gt;
&lt;br /&gt;
-4hp&lt;br /&gt;
+300xp (150+125+25xp)&lt;br /&gt;
&lt;br /&gt;
-3 charges on cure light wounds&lt;br /&gt;
&lt;br /&gt;
Wisp -5 hp from skeleton attack&lt;br /&gt;
&lt;br /&gt;
broken (condition) +2 fae bane short bow found from an undead creature.  long sword as well.  found a ring of sustenance.&lt;br /&gt;
&lt;br /&gt;
+975 + 300 = 1275 for the day&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=Adventure_Diary&amp;diff=5118</id>
		<title>Adventure Diary</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=Adventure_Diary&amp;diff=5118"/>
		<updated>2026-04-27T14:19:31Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;categorytree mode=pages hideroot=on&amp;gt;Adventure Diary&amp;lt;/categorytree&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;categorytree mode=pages&amp;gt;Events&amp;lt;/categorytree&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;EventCalendar&amp;gt;&lt;br /&gt;
namespace = Event&lt;br /&gt;
defaultmonth = 4713-06-01&lt;br /&gt;
lang = go&lt;br /&gt;
&amp;lt;/EventCalendar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Adventure Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Onica-Session 12 Notes]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=Adventure_Diary&amp;diff=5117</id>
		<title>Adventure Diary</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=Adventure_Diary&amp;diff=5117"/>
		<updated>2026-04-27T14:19:20Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;categorytree mode=pages hideroot=on&amp;gt;Adventure Diary&amp;lt;/categorytree&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;categorytree mode=pages&amp;gt;Events&amp;lt;/categorytree&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;EventCalendar&amp;gt;&lt;br /&gt;
namespace = Event&lt;br /&gt;
defaultmonth = 4713-06-01&lt;br /&gt;
lang = go&lt;br /&gt;
&amp;lt;/EventCalendar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Adventure Notes]]&lt;br /&gt;
[[Onica-Session 12 Notes]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=ChultLocations&amp;diff=4543</id>
		<title>ChultLocations</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=ChultLocations&amp;diff=4543"/>
		<updated>2020-06-20T15:28:44Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Locations in Chult ==&lt;br /&gt;
&lt;br /&gt;
=== Known places from Map received from Syndra Silvane ===&lt;br /&gt;
&lt;br /&gt;
* [[AtaazMuhahah | Ataaz Muhahah]] ?&lt;br /&gt;
* [[AtaazKahakla | Ataaz Kahakla]] ?&lt;br /&gt;
* [[CampRighteous | Camp Righteous]] - Flaming Fist Camp&lt;br /&gt;
* [[CampVengenance | Camp Vengenance]] - Flaming Fist Camp&lt;br /&gt;
* [[FortBeluarian | Fort Beluarian]] - Flaming Fist Town&lt;br /&gt;
* [[Ishau | Ishau]] - Town?&lt;br /&gt;
* [[KirSabal | Kir Sabal]] ?&lt;br /&gt;
* [[Mezro | Mezro]] - Ancient Chultan City&lt;br /&gt;
* [[PortCastigliar | Port Castigliar]]&lt;br /&gt;
* [[PortNyanzaru | Port Nyanzaru]] - Only major, modern city in Chult.&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=ChultLocations&amp;diff=4542</id>
		<title>ChultLocations</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=ChultLocations&amp;diff=4542"/>
		<updated>2020-06-20T15:20:11Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Locations in Chult ==&lt;br /&gt;
&lt;br /&gt;
=== Known places from Map received from Syndra Silvane ===&lt;br /&gt;
&lt;br /&gt;
* [[AtaazMuhahah | Ataaz Muhahah]]&lt;br /&gt;
* [[AtaazKahakla | Ataaz Kahakla]]&lt;br /&gt;
* [[CampRighteous | Camp Righteous]]&lt;br /&gt;
* [[CampVengenance | Camp Vengenance]]&lt;br /&gt;
* [[FortBeluarian | Fort Beluarian]]&lt;br /&gt;
* [[Ishau | Ishau]]&lt;br /&gt;
* [[KirSabal | Kir Sabal]]&lt;br /&gt;
* [[Mezro | Mezro]]&lt;br /&gt;
* [[PortCastigliar | Port Castigliar]]&lt;br /&gt;
* [[PortNyanzaru | Port Nyanzaru]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=ChultLocations&amp;diff=4541</id>
		<title>ChultLocations</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=ChultLocations&amp;diff=4541"/>
		<updated>2020-06-20T15:01:22Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Locations in Chult ==&lt;br /&gt;
&lt;br /&gt;
=== Known places from Map received from Syndra Silvane ===&lt;br /&gt;
&lt;br /&gt;
* Port Nyanzaru&lt;br /&gt;
* Fort Beluarian&lt;br /&gt;
* Camp Righteous&lt;br /&gt;
* Camp Vengenance&lt;br /&gt;
* Port Castigliar&lt;br /&gt;
* Mezro&lt;br /&gt;
* Ataaz Muhahah&lt;br /&gt;
* Ishau&lt;br /&gt;
* The Mistcliff&lt;br /&gt;
* Kir Sabal&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=ChultLocations&amp;diff=4540</id>
		<title>ChultLocations</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=ChultLocations&amp;diff=4540"/>
		<updated>2020-06-20T14:58:37Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: Created page with &amp;quot;== Locations in Chult ==  === Known places from Map received from Syldane Silendra ===&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Locations in Chult ==&lt;br /&gt;
&lt;br /&gt;
=== Known places from Map received from Syldane Silendra ===&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=5EWiki&amp;diff=4539</id>
		<title>5EWiki</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=5EWiki&amp;diff=4539"/>
		<updated>2020-06-20T14:56:56Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[5EPlayerCharacterList | Player Characters]] - Race &amp;amp; Class info as well as PC info &amp;amp; histories.&lt;br /&gt;
* [[5EModules | List of Modules]] - List of 5E Modules completed by the group.&lt;br /&gt;
* [[Media:FaerunFactions.pdf | Factions in Faerun]] that the PCs may come across &amp;amp; join.&lt;br /&gt;
* [[5EJournal | Player Journals]] - Adventures of the Grey Legion.&lt;br /&gt;
&lt;br /&gt;
== Tomb of Annihilation Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[NonALGuidance | Welcome to the Jungle - PLEASE READ]]&lt;br /&gt;
* [https://forgottenrealms.fandom.com/wiki/Baldur%27s_Gate Notes on Baldur's Gate]&lt;br /&gt;
* [https://docs.google.com/presentation/d/1pqklytGwPY0Oc-TzKMZxB1pE213eHUhLZmKu-r-H5nU/edit?usp=sharing Player Map of Chult]&lt;br /&gt;
** [[ChultLocations | Locations of Note]]&lt;br /&gt;
* [[ToABackgrounds | Additional Backgrounds]] - Additional Backgrounds available when creating PCs&lt;br /&gt;
* [[FaerunCalendar | Faerun Calendar &amp;amp; Events]]&lt;br /&gt;
* [[ToA Journal | Player Journals]] - Tomb of Annihilation Adventures&lt;br /&gt;
&lt;br /&gt;
== OGL 5E ==&lt;br /&gt;
&lt;br /&gt;
* [[File:SRD-OGL V5.1.pdf]]&lt;br /&gt;
* [[File:Season 9 - FAQ v91.pdf]]&lt;br /&gt;
* [[File:AL_Players_Guide_v92_-_Forgotten_Realms.pdf]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=5EWiki&amp;diff=4538</id>
		<title>5EWiki</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=5EWiki&amp;diff=4538"/>
		<updated>2020-06-19T13:01:05Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[5EPlayerCharacterList | Player Characters]] - Race &amp;amp; Class info as well as PC info &amp;amp; histories.&lt;br /&gt;
* [[5EModules | List of Modules]] - List of 5E Modules completed by the group.&lt;br /&gt;
* [[Media:FaerunFactions.pdf | Factions in Faerun]] that the PCs may come across &amp;amp; join.&lt;br /&gt;
* [[5EJournal | Player Journals]] - Adventures of the Grey Legion.&lt;br /&gt;
&lt;br /&gt;
== Tomb of Annihilation Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[NonALGuidance | Welcome to the Jungle - PLEASE READ]]&lt;br /&gt;
* [https://forgottenrealms.fandom.com/wiki/Baldur%27s_Gate Notes on Baldur's Gate]&lt;br /&gt;
* [https://docs.google.com/presentation/d/1pqklytGwPY0Oc-TzKMZxB1pE213eHUhLZmKu-r-H5nU/edit?usp=sharing Player Map of Chult]&lt;br /&gt;
* [[ToABackgrounds | Additional Backgrounds]] - Additional Backgrounds available when creating PCs&lt;br /&gt;
* [[FaerunCalendar | Faerun Calendar &amp;amp; Events]]&lt;br /&gt;
* [[ToA Journal | Player Journals]] - Tomb of Annihilation Adventures&lt;br /&gt;
&lt;br /&gt;
== OGL 5E ==&lt;br /&gt;
&lt;br /&gt;
* [[File:SRD-OGL V5.1.pdf]]&lt;br /&gt;
* [[File:Season 9 - FAQ v91.pdf]]&lt;br /&gt;
* [[File:AL_Players_Guide_v92_-_Forgotten_Realms.pdf]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4537</id>
		<title>NonALGuidance</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4537"/>
		<updated>2020-06-15T15:59:01Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* CLARITY */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Books to Use for PC Creation ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER'S HANDBOOK || [https://www.dndbeyond.com/sources/phb PHB]&lt;br /&gt;
|-&lt;br /&gt;
| DMG (e.g. Death Domain Cleric &amp;amp; Oathbreaker Paladin) || [https://www.dndbeyond.com/sources/dmg DMG]&lt;br /&gt;
|-&lt;br /&gt;
| MORDENKAINEN'S TOME OF FOES || [https://www.dndbeyond.com/sources/mtof MTOF]&lt;br /&gt;
|-&lt;br /&gt;
| ONE GRUNG ABOVE || [https://www.dndbeyond.com/sources/oga/one-grung-above OGA]&lt;br /&gt;
|-&lt;br /&gt;
| SWORD COAST ADVENTURER'S GUIDE || [https://www.dndbeyond.com/sources/scag SCAG]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTAL EVIL PLAYERS COMPANION || [https://dnd.wizards.com/articles/features/elementalevil_playerscompanion EEPC]&lt;br /&gt;
|-&lt;br /&gt;
| THE TORTLE PACKAGE || [https://www.dndbeyond.com/sources/ttp/the-tortle-package TTP]&lt;br /&gt;
|-&lt;br /&gt;
| VOLO'S GUIDE TO MONSTERS || [https://www.dndbeyond.com/sources/vgtm VGTM]&lt;br /&gt;
|-&lt;br /&gt;
| XANATHAR'S GUIDE TO EVERYTHING|| [https://www.dndbeyond.com/sources/xgte XGTE]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Clarity ==&lt;br /&gt;
As an Adventurers League DM I've tended to be a bit more forgiving.  In this game, I will be going back to the days of college. This hardcover is excellent, it should take you from 1st level through 11th level.  I'm still learning and forgetting the rules, so I may make a judgement call to keep the game going, but please call me on rules that you don't understand or think I'm doing wrong.&lt;br /&gt;
&lt;br /&gt;
'''That said:'''&lt;br /&gt;
* Ability Scores:  Point Buy as per PHB (27 points).&lt;br /&gt;
* HPs: Max at level 1 + CON bonus; every new level, roll in game for HP advancement.&lt;br /&gt;
* Normal PHB equipment, either roll money or go with starting equipment.&lt;br /&gt;
* This is going to be intense.  If your character dies - you will be rolling up a new PC of the same level. (More on this during our first game.)&lt;br /&gt;
* Old school XP - Monsters killed/avoided + events while attaining goals is divided by number of players for your XP award.  This may not be awarded at the end of every session.  If you get enough XP to level up, you must have a [https://www.dndbeyond.com/sources/phb/adventuring#LongRest Long Rest] to earn your new level.&lt;br /&gt;
* You get to keep your gold &amp;amp; equipment you find!  I'm not going to require encumbrance unless it gets crazy.&lt;br /&gt;
* Explore the city, there are interesting things you can purchase.&lt;br /&gt;
* Factions - They all exist in Chult.  There isn't going to be renown or downtime tracking per AL, but they can possibly assist the PCs...or a PC.&lt;br /&gt;
* Heavy Armor is very rare (and costly) in Chult. 95° during the day, rarely falling below 70° at night.  A day without rain is rare.  Be warned on exhaustion effects.&lt;br /&gt;
* I posted the Backgrounds available (all from the books above + 2 backgrounds from the Tomb of Annihilation book.) &lt;br /&gt;
* If you create a PC from Chult (which is not necessary, the story will provide transport TO Chult.) please let me know.&lt;br /&gt;
* '''For any personal background stories, please add in someone that has died recently that your PC knew.'''&lt;br /&gt;
&lt;br /&gt;
== Q &amp;amp; A ==&lt;br /&gt;
__NOGLOSSARY__&lt;br /&gt;
'''Heavy Armor''': If you get it for your starting equipment you may keep it.  You can either sell it (5E selling of equipment is 1/2 price in PHB usually.) and buy other armor at full price that isn't heavy OR keep it and try to maintain it and make CON saves while going through jungle, quicksand, falling into water, exhaustion.&lt;br /&gt;
&lt;br /&gt;
'''Extra equipment''': I would recommend you keep some coin ready within Port Nyarzaru.  There are Chult-specific items you may need/want.   Yes, with the right contacts you can purchase many things like dinosaurs and even some magic weapons (highly specific.)  As you probably can tell from the map on the wiki, this is a hex-crawler for the most part so we will be doing survival checks, food/water/navigation.  There are things in Port N. that can help with a lot of that (guides, equipment.)&lt;br /&gt;
&lt;br /&gt;
'''Components''': For magic, I assume either arcane focus (no components) or components are on your person (initial purchase) and used effectively and picked up while travelling (Oh..a crow feather..cool.)  The exceptions are: a) if captured you don't have them, b) anything of 100 gp or more you do have to purchase &amp;amp; track.  c) in a lot of cases the components aren't consumed, but for example, the Druid Spell 'Snare' consumes 25' of rope each cast. Generally, you shouldn't have to worry about this until 2-3rd level spells and higher.&lt;br /&gt;
&lt;br /&gt;
'''Languages''': You're going to be coming from the Sword Coast, so you can pick general Dwarf/Elf/Goblin/Draconic languages.  Orc writing is based off of Dwarvish, so if you know Dwarf you can read Orc, just not speak it.  The same goes with Ignan/Terran languages and a few others.  ''That being said, you will be in a place with its own language that you will not know and having a way to understand 'foreign' reading &amp;amp; writing is beneficial/highly recommended (e.g. the 2 backgrounds the book supplies can help with some of that.)''  Not leading you astray, but Draconic is generally helpful but depending on your journey, may be useless.&lt;br /&gt;
&lt;br /&gt;
'''Skills''': (Not a question, but while reading the Face question that Brendan asked I wanted to make sure you knew) that Athletics is the only STR-based skill. Athletics is used a lot in Grappling, Shoving attacks (attacker Athletics vs defender Athletics/Acrobatics, defenders choice.)&lt;br /&gt;
&lt;br /&gt;
'''Guidance''': As long as you know the skill check is coming, having someone who can Guidance a check is amazing.  For skill checks: If you and another party member have proficiency in a skill, one may HELP the other (usually the person with the highest +) and that gives Advantage on the roll, they or someone else can then cast Guidance which gives a +1d4.   Resistance is..not as useful.  Maybe to help in specific instances, but I'm not breaking the game by telling you I have never used it.  On the other side, you can't use Guidance for Initiative (while an ability check it is happening too fast for you to cast a spell.) ('''Caveat:  Lets say in an ambush you are initiating you can cast Guidance on 1 person to help with that roll.''') or in occurrences where it doesn't make sense (I'm talking to the King and want to do an Insight check...I don't think he's going to want someone casting a spell.)  Helping with Survival checks and the like are all good and perhaps a pre-cast (lasts 1 minute and requires touch) before talking to someone or doing something you know is happening IS allowed.  &lt;br /&gt;
&lt;br /&gt;
'''I understand that the above is a bit of YES/NO/YES/NO, if you have further questions, go ahead and ask.'''&lt;br /&gt;
&lt;br /&gt;
'''Cleric Spells''':  Yes, 3 cantrips and they are locked.  Toll the Dead was a game changer when it came out, it scales great and if casting on something already damaged, uplift to 1d12 (e.g. Great Axe hit.) is amaze balls. I slightly disagree with Dan on Spare the Dying.  Cantrip vs. Limited resource while out in the wilderness. Also, (and I realize that Erik said Life Domain) the Grave Domain has this ability: &amp;quot;In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.&amp;quot;  which I have seen come in handy A LOT.  Life Domain is pretty amazing with the  2+ spell level heals and using your Channel Divinity to heal. I will add that Syndra Silvane has indicated that Port Nyarzaru has to deal with constant undead incursions.&lt;br /&gt;
&lt;br /&gt;
Erik, you have your understanding of Cleric spells correct.  You have the full gamat available, replace/refresh on Long Rest.  You can upcast specific spells into other spell level slots (e.g. Cure Wounds at 3rd level, etc.)  There is no 'cure serious wounds, cure critical wounds' it is all cure wounds(1st level) taking up a higher casting slot that scales. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''The above being said about Healing Kit''': There is an amazing Feat &amp;quot;Healer&amp;quot; that &amp;quot;As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.&amp;quot;  Which I have seen rogues use to amazing effect.  (move into combat, heal like a low-level cleric then Bonus action disengage and move away from combat.) &lt;br /&gt;
&lt;br /&gt;
'''Feats''': While only Variant Humans get Feats at first level, you may want to look at Feats you'll get at 4th level as you create your PCs.  Getting the Ability Score Increase (ASI) of 2 points or a Feat is interesting, but some Feats also give +1 in specific stats (Durable, Athlete, Keen Mind to name a few.)&lt;br /&gt;
&lt;br /&gt;
[[5EWiki | Return to 5E Wiki Page]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4536</id>
		<title>NonALGuidance</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4536"/>
		<updated>2020-06-15T15:58:41Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* Q &amp;amp; A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Books to Use for PC Creation ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER'S HANDBOOK || [https://www.dndbeyond.com/sources/phb PHB]&lt;br /&gt;
|-&lt;br /&gt;
| DMG (e.g. Death Domain Cleric &amp;amp; Oathbreaker Paladin) || [https://www.dndbeyond.com/sources/dmg DMG]&lt;br /&gt;
|-&lt;br /&gt;
| MORDENKAINEN'S TOME OF FOES || [https://www.dndbeyond.com/sources/mtof MTOF]&lt;br /&gt;
|-&lt;br /&gt;
| ONE GRUNG ABOVE || [https://www.dndbeyond.com/sources/oga/one-grung-above OGA]&lt;br /&gt;
|-&lt;br /&gt;
| SWORD COAST ADVENTURER'S GUIDE || [https://www.dndbeyond.com/sources/scag SCAG]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTAL EVIL PLAYERS COMPANION || [https://dnd.wizards.com/articles/features/elementalevil_playerscompanion EEPC]&lt;br /&gt;
|-&lt;br /&gt;
| THE TORTLE PACKAGE || [https://www.dndbeyond.com/sources/ttp/the-tortle-package TTP]&lt;br /&gt;
|-&lt;br /&gt;
| VOLO'S GUIDE TO MONSTERS || [https://www.dndbeyond.com/sources/vgtm VGTM]&lt;br /&gt;
|-&lt;br /&gt;
| XANATHAR'S GUIDE TO EVERYTHING|| [https://www.dndbeyond.com/sources/xgte XGTE]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CLARITY ==&lt;br /&gt;
As an Adventurers League DM I've tended to be a bit more forgiving.  In this game, I will be going back to the days of college. This hardcover is excellent, it should take you from 1st level through 11th level.  I'm still learning and forgetting the rules, so I may make a judgement call to keep the game going, but please call me on rules that you don't understand or think I'm doing wrong.&lt;br /&gt;
&lt;br /&gt;
'''That said:'''&lt;br /&gt;
* Ability Scores:  Point Buy as per PHB (27 points).&lt;br /&gt;
* HPs: Max at level 1 + CON bonus; every new level, roll in game for HP advancement.&lt;br /&gt;
* Normal PHB equipment, either roll money or go with starting equipment.&lt;br /&gt;
* This is going to be intense.  If your character dies - you will be rolling up a new PC of the same level. (More on this during our first game.)&lt;br /&gt;
* Old school XP - Monsters killed/avoided + events while attaining goals is divided by number of players for your XP award.  This may not be awarded at the end of every session.  If you get enough XP to level up, you must have a [https://www.dndbeyond.com/sources/phb/adventuring#LongRest Long Rest] to earn your new level.&lt;br /&gt;
* You get to keep your gold &amp;amp; equipment you find!  I'm not going to require encumbrance unless it gets crazy.&lt;br /&gt;
* Explore the city, there are interesting things you can purchase.&lt;br /&gt;
* Factions - They all exist in Chult.  There isn't going to be renown or downtime tracking per AL, but they can possibly assist the PCs...or a PC.&lt;br /&gt;
* Heavy Armor is very rare (and costly) in Chult. 95° during the day, rarely falling below 70° at night.  A day without rain is rare.  Be warned on exhaustion effects.&lt;br /&gt;
* I posted the Backgrounds available (all from the books above + 2 backgrounds from the Tomb of Annihilation book.) &lt;br /&gt;
* If you create a PC from Chult (which is not necessary, the story will provide transport TO Chult.) please let me know.&lt;br /&gt;
* '''For any personal background stories, please add in someone that has died recently that your PC knew.'''&lt;br /&gt;
&lt;br /&gt;
== Q &amp;amp; A ==&lt;br /&gt;
__NOGLOSSARY__&lt;br /&gt;
'''Heavy Armor''': If you get it for your starting equipment you may keep it.  You can either sell it (5E selling of equipment is 1/2 price in PHB usually.) and buy other armor at full price that isn't heavy OR keep it and try to maintain it and make CON saves while going through jungle, quicksand, falling into water, exhaustion.&lt;br /&gt;
&lt;br /&gt;
'''Extra equipment''': I would recommend you keep some coin ready within Port Nyarzaru.  There are Chult-specific items you may need/want.   Yes, with the right contacts you can purchase many things like dinosaurs and even some magic weapons (highly specific.)  As you probably can tell from the map on the wiki, this is a hex-crawler for the most part so we will be doing survival checks, food/water/navigation.  There are things in Port N. that can help with a lot of that (guides, equipment.)&lt;br /&gt;
&lt;br /&gt;
'''Components''': For magic, I assume either arcane focus (no components) or components are on your person (initial purchase) and used effectively and picked up while travelling (Oh..a crow feather..cool.)  The exceptions are: a) if captured you don't have them, b) anything of 100 gp or more you do have to purchase &amp;amp; track.  c) in a lot of cases the components aren't consumed, but for example, the Druid Spell 'Snare' consumes 25' of rope each cast. Generally, you shouldn't have to worry about this until 2-3rd level spells and higher.&lt;br /&gt;
&lt;br /&gt;
'''Languages''': You're going to be coming from the Sword Coast, so you can pick general Dwarf/Elf/Goblin/Draconic languages.  Orc writing is based off of Dwarvish, so if you know Dwarf you can read Orc, just not speak it.  The same goes with Ignan/Terran languages and a few others.  ''That being said, you will be in a place with its own language that you will not know and having a way to understand 'foreign' reading &amp;amp; writing is beneficial/highly recommended (e.g. the 2 backgrounds the book supplies can help with some of that.)''  Not leading you astray, but Draconic is generally helpful but depending on your journey, may be useless.&lt;br /&gt;
&lt;br /&gt;
'''Skills''': (Not a question, but while reading the Face question that Brendan asked I wanted to make sure you knew) that Athletics is the only STR-based skill. Athletics is used a lot in Grappling, Shoving attacks (attacker Athletics vs defender Athletics/Acrobatics, defenders choice.)&lt;br /&gt;
&lt;br /&gt;
'''Guidance''': As long as you know the skill check is coming, having someone who can Guidance a check is amazing.  For skill checks: If you and another party member have proficiency in a skill, one may HELP the other (usually the person with the highest +) and that gives Advantage on the roll, they or someone else can then cast Guidance which gives a +1d4.   Resistance is..not as useful.  Maybe to help in specific instances, but I'm not breaking the game by telling you I have never used it.  On the other side, you can't use Guidance for Initiative (while an ability check it is happening too fast for you to cast a spell.) ('''Caveat:  Lets say in an ambush you are initiating you can cast Guidance on 1 person to help with that roll.''') or in occurrences where it doesn't make sense (I'm talking to the King and want to do an Insight check...I don't think he's going to want someone casting a spell.)  Helping with Survival checks and the like are all good and perhaps a pre-cast (lasts 1 minute and requires touch) before talking to someone or doing something you know is happening IS allowed.  &lt;br /&gt;
&lt;br /&gt;
'''I understand that the above is a bit of YES/NO/YES/NO, if you have further questions, go ahead and ask.'''&lt;br /&gt;
&lt;br /&gt;
'''Cleric Spells''':  Yes, 3 cantrips and they are locked.  Toll the Dead was a game changer when it came out, it scales great and if casting on something already damaged, uplift to 1d12 (e.g. Great Axe hit.) is amaze balls. I slightly disagree with Dan on Spare the Dying.  Cantrip vs. Limited resource while out in the wilderness. Also, (and I realize that Erik said Life Domain) the Grave Domain has this ability: &amp;quot;In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.&amp;quot;  which I have seen come in handy A LOT.  Life Domain is pretty amazing with the  2+ spell level heals and using your Channel Divinity to heal. I will add that Syndra Silvane has indicated that Port Nyarzaru has to deal with constant undead incursions.&lt;br /&gt;
&lt;br /&gt;
Erik, you have your understanding of Cleric spells correct.  You have the full gamat available, replace/refresh on Long Rest.  You can upcast specific spells into other spell level slots (e.g. Cure Wounds at 3rd level, etc.)  There is no 'cure serious wounds, cure critical wounds' it is all cure wounds(1st level) taking up a higher casting slot that scales. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''The above being said about Healing Kit''': There is an amazing Feat &amp;quot;Healer&amp;quot; that &amp;quot;As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.&amp;quot;  Which I have seen rogues use to amazing effect.  (move into combat, heal like a low-level cleric then Bonus action disengage and move away from combat.) &lt;br /&gt;
&lt;br /&gt;
'''Feats''': While only Variant Humans get Feats at first level, you may want to look at Feats you'll get at 4th level as you create your PCs.  Getting the Ability Score Increase (ASI) of 2 points or a Feat is interesting, but some Feats also give +1 in specific stats (Durable, Athlete, Keen Mind to name a few.)&lt;br /&gt;
&lt;br /&gt;
[[5EWiki | Return to 5E Wiki Page]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4535</id>
		<title>NonALGuidance</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4535"/>
		<updated>2020-06-15T15:58:13Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* Q &amp;amp; A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Books to Use for PC Creation ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER'S HANDBOOK || [https://www.dndbeyond.com/sources/phb PHB]&lt;br /&gt;
|-&lt;br /&gt;
| DMG (e.g. Death Domain Cleric &amp;amp; Oathbreaker Paladin) || [https://www.dndbeyond.com/sources/dmg DMG]&lt;br /&gt;
|-&lt;br /&gt;
| MORDENKAINEN'S TOME OF FOES || [https://www.dndbeyond.com/sources/mtof MTOF]&lt;br /&gt;
|-&lt;br /&gt;
| ONE GRUNG ABOVE || [https://www.dndbeyond.com/sources/oga/one-grung-above OGA]&lt;br /&gt;
|-&lt;br /&gt;
| SWORD COAST ADVENTURER'S GUIDE || [https://www.dndbeyond.com/sources/scag SCAG]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTAL EVIL PLAYERS COMPANION || [https://dnd.wizards.com/articles/features/elementalevil_playerscompanion EEPC]&lt;br /&gt;
|-&lt;br /&gt;
| THE TORTLE PACKAGE || [https://www.dndbeyond.com/sources/ttp/the-tortle-package TTP]&lt;br /&gt;
|-&lt;br /&gt;
| VOLO'S GUIDE TO MONSTERS || [https://www.dndbeyond.com/sources/vgtm VGTM]&lt;br /&gt;
|-&lt;br /&gt;
| XANATHAR'S GUIDE TO EVERYTHING|| [https://www.dndbeyond.com/sources/xgte XGTE]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CLARITY ==&lt;br /&gt;
As an Adventurers League DM I've tended to be a bit more forgiving.  In this game, I will be going back to the days of college. This hardcover is excellent, it should take you from 1st level through 11th level.  I'm still learning and forgetting the rules, so I may make a judgement call to keep the game going, but please call me on rules that you don't understand or think I'm doing wrong.&lt;br /&gt;
&lt;br /&gt;
'''That said:'''&lt;br /&gt;
* Ability Scores:  Point Buy as per PHB (27 points).&lt;br /&gt;
* HPs: Max at level 1 + CON bonus; every new level, roll in game for HP advancement.&lt;br /&gt;
* Normal PHB equipment, either roll money or go with starting equipment.&lt;br /&gt;
* This is going to be intense.  If your character dies - you will be rolling up a new PC of the same level. (More on this during our first game.)&lt;br /&gt;
* Old school XP - Monsters killed/avoided + events while attaining goals is divided by number of players for your XP award.  This may not be awarded at the end of every session.  If you get enough XP to level up, you must have a [https://www.dndbeyond.com/sources/phb/adventuring#LongRest Long Rest] to earn your new level.&lt;br /&gt;
* You get to keep your gold &amp;amp; equipment you find!  I'm not going to require encumbrance unless it gets crazy.&lt;br /&gt;
* Explore the city, there are interesting things you can purchase.&lt;br /&gt;
* Factions - They all exist in Chult.  There isn't going to be renown or downtime tracking per AL, but they can possibly assist the PCs...or a PC.&lt;br /&gt;
* Heavy Armor is very rare (and costly) in Chult. 95° during the day, rarely falling below 70° at night.  A day without rain is rare.  Be warned on exhaustion effects.&lt;br /&gt;
* I posted the Backgrounds available (all from the books above + 2 backgrounds from the Tomb of Annihilation book.) &lt;br /&gt;
* If you create a PC from Chult (which is not necessary, the story will provide transport TO Chult.) please let me know.&lt;br /&gt;
* '''For any personal background stories, please add in someone that has died recently that your PC knew.'''&lt;br /&gt;
&lt;br /&gt;
== Q &amp;amp; A ==&lt;br /&gt;
__NOGLOSSARY__&lt;br /&gt;
'''Heavy Armor''': If you get it for your starting equipment you may keep it.  You can either sell it (5E selling of equipment is 1/2 price in PHB usually.) and buy other armor at full price that isn't heavy OR keep it and try to maintain it and make CON saves while going through jungle, quicksand, falling into water, exhaustion.&lt;br /&gt;
&lt;br /&gt;
'''Extra equipment''': I would recommend you keep some coin ready within Port Nyarzaru.  There are Chult-specific items you may need/want.   Yes, with the right contacts you can purchase many things like dinosaurs and even some magic weapons (highly specific.)  As you probably can tell from the map on the wiki, this is a hex-crawler for the most part so we will be doing survival checks, food/water/navigation.  There are things in Port N. that can help with a lot of that (guides, equipment.)&lt;br /&gt;
&lt;br /&gt;
'''Components''': For magic, I assume either arcane focus (no components) or components are on your person (initial purchase) and used effectively and picked up while travelling (Oh..a crow feather..cool.)  The exceptions are: a) if captured you don't have them, b) anything of 100 gp or more you do have to purchase &amp;amp; track.  c) in a lot of cases the components aren't consumed, but for example, the Druid Spell 'Snare' consumes 25' of rope each cast. Generally, you shouldn't have to worry about this until 2-3rd level spells and higher.&lt;br /&gt;
&lt;br /&gt;
'''Languages''': You're going to be coming from the Sword Coast, so you can pick general Dwarf/Elf/Goblin/Draconic languages.  Orc writing is based off of Dwarvish, so if you know Dwarf you can read Orc, just not speak it.  The same goes with Ignan/Terran languages and a few others.  ''That being said, you will be in a place with its own language that you will not know and having a way to understand 'foreign' reading &amp;amp; writing is beneficial/highly recommended (e.g. the 2 backgrounds the book supplies can help with some of that.)''  Not leading you astray, but Draconic is generally helpful but depending on your journey, may be useless.&lt;br /&gt;
&lt;br /&gt;
'''Skills''': (Not a question, but while reading the Face question that Brendan asked I wanted to make sure you knew) that Athletics is the only STR-based skill. Athletics is used a lot in Grappling, Shoving attacks (attacker Athletics vs defender Athletics/Acrobatics, defenders choice.)&lt;br /&gt;
&lt;br /&gt;
'''Guidance''': As long as you know the skill check is coming, having someone who can Guidance a check is amazing.  For skill checks: If you and another party member have proficiency in a skill, one may HELP the other (usually the person with the highest +) and that gives Advantage on the roll, they or someone else can then cast Guidance which gives a +1d4.   Resistance is..not as useful.  Maybe to help in specific instances, but I'm not breaking the game by telling you I have never used it.  On the other side, you can't use Guidance for Initiative (while an ability check it is happening too fast for you to cast a spell.) ('''Caveat:  Lets say in an ambush you are initiating you can cast Guidance on 1 person to help with that roll.''') or in occurrences where it doesn't make sense (I'm talking to the King and want to do an Insight check...I don't think he's going to want someone casting a spell.)  Helping with Survival checks and the like are all good and perhaps a pre-cast (lasts 1 minute and requires touch) before talking to someone or doing something you know is happening IS allowed.  &lt;br /&gt;
&lt;br /&gt;
'''I understand that the above is a bit of YES/NO/YES/NO, if you have further questions, go ahead and ask.'''&lt;br /&gt;
&lt;br /&gt;
'''Cleric Spells''':  Yes, 3 cantrips and they are locked.  Toll the Dead was a game changer when it came out, it scales great and if casting on something already damaged, uplift to 1d12 (e.g. Great Axe hit.) is amaze balls. I slightly disagree with Dan on Spare the Dying.  Cantrip vs. Limited resource while out in the wilderness. Also, (and I realize that Erik said Life Domain) the Grave Domain has this ability: &amp;quot;In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.&amp;quot;  which I have seen come in handy A LOT.  Life Domain is pretty amazing with the  2+ spell level heals and using your Channel Divinity to heal. I will add that Syndra Silvane has indicated that Port Nyarzaru has to deal with constant undead incursions.&lt;br /&gt;
&lt;br /&gt;
Erik, you have your understanding of Cleric spells correct.  You have the full gamat available, replace/refresh on Long Rest.  You can upcast specific spells into other spell level slots (e.g. Cure Wounds at 3rd level, etc.)  There is no 'cure serious wounds, cure critical wounds' it is all cure wounds(1st level) taking up a higher casting slot that scales. &lt;br /&gt;
 &lt;br /&gt;
'''The above being said about Healing Kit''': There is an amazing Feat &amp;quot;Healer&amp;quot; that &amp;quot;As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.&amp;quot;  Which I have seen rogues use to amazing effect.  (move into combat, heal like a low-level cleric then Bonus action disengage and move away from combat.) &lt;br /&gt;
&lt;br /&gt;
'''Feats''': While only Variant Humans get Feats at first level, you may want to look at Feats you'll get at 4th level as you create your PCs.  Getting the Ability Score Increase (ASI) of 2 points or a Feat is interesting, but some Feats also give +1 in specific stats (Durable, Athlete, Keen Mind to name a few.)&lt;br /&gt;
&lt;br /&gt;
[[5EWiki | Return to 5E Wiki Page]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4534</id>
		<title>NonALGuidance</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4534"/>
		<updated>2020-06-15T15:56:37Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* Q &amp;amp; A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Books to Use for PC Creation ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER'S HANDBOOK || [https://www.dndbeyond.com/sources/phb PHB]&lt;br /&gt;
|-&lt;br /&gt;
| DMG (e.g. Death Domain Cleric &amp;amp; Oathbreaker Paladin) || [https://www.dndbeyond.com/sources/dmg DMG]&lt;br /&gt;
|-&lt;br /&gt;
| MORDENKAINEN'S TOME OF FOES || [https://www.dndbeyond.com/sources/mtof MTOF]&lt;br /&gt;
|-&lt;br /&gt;
| ONE GRUNG ABOVE || [https://www.dndbeyond.com/sources/oga/one-grung-above OGA]&lt;br /&gt;
|-&lt;br /&gt;
| SWORD COAST ADVENTURER'S GUIDE || [https://www.dndbeyond.com/sources/scag SCAG]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTAL EVIL PLAYERS COMPANION || [https://dnd.wizards.com/articles/features/elementalevil_playerscompanion EEPC]&lt;br /&gt;
|-&lt;br /&gt;
| THE TORTLE PACKAGE || [https://www.dndbeyond.com/sources/ttp/the-tortle-package TTP]&lt;br /&gt;
|-&lt;br /&gt;
| VOLO'S GUIDE TO MONSTERS || [https://www.dndbeyond.com/sources/vgtm VGTM]&lt;br /&gt;
|-&lt;br /&gt;
| XANATHAR'S GUIDE TO EVERYTHING|| [https://www.dndbeyond.com/sources/xgte XGTE]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CLARITY ==&lt;br /&gt;
As an Adventurers League DM I've tended to be a bit more forgiving.  In this game, I will be going back to the days of college. This hardcover is excellent, it should take you from 1st level through 11th level.  I'm still learning and forgetting the rules, so I may make a judgement call to keep the game going, but please call me on rules that you don't understand or think I'm doing wrong.&lt;br /&gt;
&lt;br /&gt;
'''That said:'''&lt;br /&gt;
* Ability Scores:  Point Buy as per PHB (27 points).&lt;br /&gt;
* HPs: Max at level 1 + CON bonus; every new level, roll in game for HP advancement.&lt;br /&gt;
* Normal PHB equipment, either roll money or go with starting equipment.&lt;br /&gt;
* This is going to be intense.  If your character dies - you will be rolling up a new PC of the same level. (More on this during our first game.)&lt;br /&gt;
* Old school XP - Monsters killed/avoided + events while attaining goals is divided by number of players for your XP award.  This may not be awarded at the end of every session.  If you get enough XP to level up, you must have a [https://www.dndbeyond.com/sources/phb/adventuring#LongRest Long Rest] to earn your new level.&lt;br /&gt;
* You get to keep your gold &amp;amp; equipment you find!  I'm not going to require encumbrance unless it gets crazy.&lt;br /&gt;
* Explore the city, there are interesting things you can purchase.&lt;br /&gt;
* Factions - They all exist in Chult.  There isn't going to be renown or downtime tracking per AL, but they can possibly assist the PCs...or a PC.&lt;br /&gt;
* Heavy Armor is very rare (and costly) in Chult. 95° during the day, rarely falling below 70° at night.  A day without rain is rare.  Be warned on exhaustion effects.&lt;br /&gt;
* I posted the Backgrounds available (all from the books above + 2 backgrounds from the Tomb of Annihilation book.) &lt;br /&gt;
* If you create a PC from Chult (which is not necessary, the story will provide transport TO Chult.) please let me know.&lt;br /&gt;
* '''For any personal background stories, please add in someone that has died recently that your PC knew.'''&lt;br /&gt;
&lt;br /&gt;
== Q &amp;amp; A ==&lt;br /&gt;
__NOGLOSSARY__&lt;br /&gt;
'''Heavy Armor''': If you get it for your starting equipment you may keep it.  You can either sell it (5E selling of equipment is 1/2 price in PHB usually.) and buy other armor at full price that isn't heavy OR keep it and try to maintain it and make CON saves while going through jungle, quicksand, falling into water, exhaustion.&lt;br /&gt;
&lt;br /&gt;
'''Extra equipment''': I would recommend you keep some coin ready within Port Nyarzaru.  There are Chult-specific items you may need/want.   Yes, with the right contacts you can purchase many things like dinosaurs and even some magic weapons (highly specific.)  As you probably can tell from the map on the wiki, this is a hex-crawler for the most part so we will be doing survival checks, food/water/navigation.  There are things in Port N. that can help with a lot of that (guides, equipment.)&lt;br /&gt;
&lt;br /&gt;
'''Components''': For magic, I assume either arcane focus (no components) or components are on your person (initial purchase) and used effectively and picked up while travelling (Oh..a crow feather..cool.)  The exceptions are: a) if captured you don't have them, b) anything of 100 gp or more you do have to purchase &amp;amp; track.  c) in a lot of cases the components aren't consumed, but for example, the Druid Spell 'Snare' consumes 25' of rope each cast. Generally, you shouldn't have to worry about this until 2-3rd level spells and higher.&lt;br /&gt;
&lt;br /&gt;
'''Languages''': You're going to be coming from the Sword Coast, so you can pick general Dwarf/Elf/Goblin/Draconic languages.  Orc writing is based off of Dwarvish, so if you know Dwarf you can read Orc, just not speak it.  The same goes with Ignan/Terran languages and a few others.  ''That being said, you will be in a place with its own language that you will not know and having a way to understand 'foreign' reading &amp;amp; writing is beneficial/highly recommended (e.g. the 2 backgrounds the book supplies can help with some of that.)''  Not leading you astray, but Draconic is generally helpful but depending on your journey, may be useless.&lt;br /&gt;
&lt;br /&gt;
'''Skills''': (Not a question, but while reading the Face question that Brendan asked I wanted to make sure you knew) that Athletics is the only STR-based skill. Athletics is used a lot in Grappling, Shoving attacks (attacker Athletics vs defender Athletics/Acrobatics, defenders choice.)&lt;br /&gt;
&lt;br /&gt;
'''Guidance''': As long as you know the skill check is coming, having someone who can Guidance a check is amazing.  For skill checks: If you and another party member have proficiency in a skill, one may HELP the other (usually the person with the highest +) and that gives Advantage on the roll, they or someone else can then cast Guidance which gives a +1d4.   Resistance is..not as useful.  Maybe to help in specific instances, but I'm not breaking the game by telling you I have never used it.  On the other side, you can't use Guidance for Initiative (while an ability check it is happening too fast for you to cast a spell.) ('''Caveat:  Lets say in an ambush you are initiating you can cast Guidance on 1 person to help with that roll.''') or in occurrences where it doesn't make sense (I'm talking to the King and want to do an Insight check...I don't think he's going to want someone casting a spell.)  Helping with Survival checks and the like are all good and perhaps a pre-cast (lasts 1 minute and requires touch) before talking to someone or doing something you know is happening IS allowed.  '''&amp;lt;I understand that the above is a bit of YES/NO/YES/NO, if you have further questions, go ahead and ask.&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Cleric Spells''':  Yes, 3 cantrips and they are locked.  Toll the Dead was a game changer when it came out, it scales great and if casting on something already damaged, uplift to 1d12 (e.g. Great Axe hit.) is amaze balls. I slightly disagree with Dan on Spare the Dying.  Cantrip vs. Limited resource while out in the wilderness. Also, (and I realize that Erik said Life Domain) the Grave Domain has this ability: &amp;quot;In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.&amp;quot;  which I have seen come in handy A LOT.  Life Domain is pretty amazing with the  2+ spell level heals and using your Channel Divinity to heal. I will add that Syndra Silvane has indicated that Port Nyarzaru has to deal with constant undead incursions.&lt;br /&gt;
&lt;br /&gt;
Erik, you have your understanding of Cleric spells correct.  You have the full gamat available, replace/refresh on Long Rest.  You can upcast specific spells into other spell level slots (e.g. Cure Wounds at 3rd level, etc.)  There is no 'cure serious wounds, cure critical wounds' it is all cure wounds(1st level) taking up a higher casting slot that scales. &lt;br /&gt;
 &lt;br /&gt;
'''The above being said about Healing Kit''': There is an amazing Feat &amp;quot;Healer&amp;quot; that &amp;quot;As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.&amp;quot;  Which I have seen rogues use to amazing effect.  (move into combat, heal like a low-level cleric then Bonus action disengage and move away from combat.) &lt;br /&gt;
&lt;br /&gt;
'''Feats''': While only Variant Humans get Feats at first level, you may want to look at Feats you'll get at 4th level as you create your PCs.  Getting the Ability Score Increase (ASI) of 2 points or a Feat is interesting, but some Feats also give +1 in specific stats (Durable, Athlete, Keen Mind to name a few.)&lt;br /&gt;
&lt;br /&gt;
[[5EWiki | Return to 5E Wiki Page]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4533</id>
		<title>NonALGuidance</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4533"/>
		<updated>2020-06-15T15:55:54Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* Q &amp;amp; A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Books to Use for PC Creation ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER'S HANDBOOK || [https://www.dndbeyond.com/sources/phb PHB]&lt;br /&gt;
|-&lt;br /&gt;
| DMG (e.g. Death Domain Cleric &amp;amp; Oathbreaker Paladin) || [https://www.dndbeyond.com/sources/dmg DMG]&lt;br /&gt;
|-&lt;br /&gt;
| MORDENKAINEN'S TOME OF FOES || [https://www.dndbeyond.com/sources/mtof MTOF]&lt;br /&gt;
|-&lt;br /&gt;
| ONE GRUNG ABOVE || [https://www.dndbeyond.com/sources/oga/one-grung-above OGA]&lt;br /&gt;
|-&lt;br /&gt;
| SWORD COAST ADVENTURER'S GUIDE || [https://www.dndbeyond.com/sources/scag SCAG]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTAL EVIL PLAYERS COMPANION || [https://dnd.wizards.com/articles/features/elementalevil_playerscompanion EEPC]&lt;br /&gt;
|-&lt;br /&gt;
| THE TORTLE PACKAGE || [https://www.dndbeyond.com/sources/ttp/the-tortle-package TTP]&lt;br /&gt;
|-&lt;br /&gt;
| VOLO'S GUIDE TO MONSTERS || [https://www.dndbeyond.com/sources/vgtm VGTM]&lt;br /&gt;
|-&lt;br /&gt;
| XANATHAR'S GUIDE TO EVERYTHING|| [https://www.dndbeyond.com/sources/xgte XGTE]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CLARITY ==&lt;br /&gt;
As an Adventurers League DM I've tended to be a bit more forgiving.  In this game, I will be going back to the days of college. This hardcover is excellent, it should take you from 1st level through 11th level.  I'm still learning and forgetting the rules, so I may make a judgement call to keep the game going, but please call me on rules that you don't understand or think I'm doing wrong.&lt;br /&gt;
&lt;br /&gt;
'''That said:'''&lt;br /&gt;
* Ability Scores:  Point Buy as per PHB (27 points).&lt;br /&gt;
* HPs: Max at level 1 + CON bonus; every new level, roll in game for HP advancement.&lt;br /&gt;
* Normal PHB equipment, either roll money or go with starting equipment.&lt;br /&gt;
* This is going to be intense.  If your character dies - you will be rolling up a new PC of the same level. (More on this during our first game.)&lt;br /&gt;
* Old school XP - Monsters killed/avoided + events while attaining goals is divided by number of players for your XP award.  This may not be awarded at the end of every session.  If you get enough XP to level up, you must have a [https://www.dndbeyond.com/sources/phb/adventuring#LongRest Long Rest] to earn your new level.&lt;br /&gt;
* You get to keep your gold &amp;amp; equipment you find!  I'm not going to require encumbrance unless it gets crazy.&lt;br /&gt;
* Explore the city, there are interesting things you can purchase.&lt;br /&gt;
* Factions - They all exist in Chult.  There isn't going to be renown or downtime tracking per AL, but they can possibly assist the PCs...or a PC.&lt;br /&gt;
* Heavy Armor is very rare (and costly) in Chult. 95° during the day, rarely falling below 70° at night.  A day without rain is rare.  Be warned on exhaustion effects.&lt;br /&gt;
* I posted the Backgrounds available (all from the books above + 2 backgrounds from the Tomb of Annihilation book.) &lt;br /&gt;
* If you create a PC from Chult (which is not necessary, the story will provide transport TO Chult.) please let me know.&lt;br /&gt;
* '''For any personal background stories, please add in someone that has died recently that your PC knew.'''&lt;br /&gt;
&lt;br /&gt;
== Q &amp;amp; A ==&lt;br /&gt;
__NOGLOSSARY__&lt;br /&gt;
'''Heavy Armor''': If you get it for your starting equipment you may keep it.  You can either sell it (5E selling of equipment is 1/2 price in PHB usually.) and buy other armor at full price that isn't heavy OR keep it and try to maintain it and make CON saves while going through jungle, quicksand, falling into water, exhaustion.&lt;br /&gt;
&lt;br /&gt;
'''Extra equipment''': I would recommend you keep some coin ready within Port Nyarzaru.  There are Chult-specific items you may need/want.   Yes, with the right contacts you can purchase many things like dinosaurs and even some magic weapons (highly specific.)  As you probably can tell from the map on the wiki, this is a hex-crawler for the most part so we will be doing survival checks, food/water/navigation.  There are things in Port N. that can help with a lot of that (guides, equipment.)&lt;br /&gt;
&lt;br /&gt;
'''Components''': For magic, I assume either arcane focus (no components) or components are on your person (initial purchase) and used effectively and picked up while travelling (Oh..a crow feather..cool.)  The exceptions are: a) if captured you don't have them, b) anything of 100 gp or more you do have to purchase &amp;amp; track.  c) in a lot of cases the components aren't consumed, but for example, the Druid Spell 'Snare' consumes 25' of rope each cast. Generally, you shouldn't have to worry about this until 2-3rd level spells and higher.&lt;br /&gt;
&lt;br /&gt;
'''Languages''': You're going to be coming from the Sword Coast, so you can pick general Dwarf/Elf/Goblin/Draconic languages.  Orc writing is based off of Dwarvish, so if you know Dwarf you can read Orc, just not speak it.  The same goes with Ignan/Terran languages and a few others.  ''That being said, you will be in a place with its own language that you will not know and having a way to understand 'foreign' reading &amp;amp; writing is beneficial/highly recommended (e.g. the 2 backgrounds the book supplies can help with some of that.)''  Not leading you astray, but Draconic is generally helpful but depending on your journey, may be useless.&lt;br /&gt;
&lt;br /&gt;
'''Skills''': (Not a question, but while reading the Face question that Brendan asked I wanted to make sure you knew) that Athletics is the only STR-based skill. Athletics is used a lot in Grappling, Shoving attacks (attacker Athletics vs defender Athletics/Acrobatics, defenders choice.)&lt;br /&gt;
&lt;br /&gt;
'''Guidance''': As long as you know the skill check is coming, having someone who can Guidance a check is amazing.  For skill checks: If you and another party member have proficiency in a skill, one may HELP the other (usually the person with the highest +) and that gives Advantage on the roll, they or someone else can then cast Guidance which gives a +1d4.   Resistance is..not as useful.  Maybe to help in specific instances, but I'm not breaking the game by telling you I have never used it.  On the other side, you can't use Guidance for Initiative (while an ability check it is happening too fast for you to cast a spell.) ('''Caveat:  Lets say in an ambush you are initiating you can cast Guidance on 1 person to help with that roll.''') or in occurrences where it doesn't make sense (I'm talking to the King and want to do an Insight check...I don't think he's going to want someone casting a spell.)  Helping with Survival checks and the like are all good and perhaps a pre-cast (lasts 1 minute and requires touch) before talking to someone or doing something you know is happening IS allowed.  '''''&amp;lt;I understand that the above is a bit of YES/NO/YES/NO, if you have further questions, go ahead and ask.&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Cleric Spells''':  Yes, 3 cantrips and they are locked.  Toll the Dead was a game changer when it came out, it scales great and if casting on something already damaged, uplift to 1d12 (e.g. Great Axe hit.) is amaze balls. I slightly disagree with Dan on Spare the Dying.  Cantrip vs. Limited resource while out in the wilderness. Also, (and I realize that Erik said Life Domain) the Grave Domain has this ability: &amp;quot;In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.&amp;quot;  which I have seen come in handy A LOT.  Life Domain is pretty amazing with the  2+ spell level heals and using your Channel Divinity to heal. I will add that Syndra Silvane has indicated that Port Nyarzaru has to deal with constant undead incursions.&lt;br /&gt;
&lt;br /&gt;
Erik, you have your understanding of Cleric spells correct.  You have the full gamat available, replace/refresh on Long Rest.  You can upcast specific spells into other spell level slots (e.g. Cure Wounds at 3rd level, etc.)  There is no 'cure serious wounds, cure critical wounds' it is all cure wounds(1st level) taking up a higher casting slot that scales. &lt;br /&gt;
 &lt;br /&gt;
'''The above being said about Healing Kit''': There is an amazing Feat &amp;quot;Healer&amp;quot; that &amp;quot;As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.&amp;quot;  Which I have seen rogues use to amazing effect.  (move into combat, heal like a low-level cleric then Bonus action disengage and move away from combat.) &lt;br /&gt;
&lt;br /&gt;
'''Feats''': While only Variant Humans get Feats at first level, you may want to look at Feats you'll get at 4th level as you create your PCs.  Getting the Ability Score Increase (ASI) of 2 points or a Feat is interesting, but some Feats also give +1 in specific stats (Durable, Athlete, Keen Mind to name a few.)&lt;br /&gt;
&lt;br /&gt;
[[5EWiki | Return to 5E Wiki Page]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4532</id>
		<title>NonALGuidance</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4532"/>
		<updated>2020-06-15T15:55:38Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* Q &amp;amp; A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Books to Use for PC Creation ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER'S HANDBOOK || [https://www.dndbeyond.com/sources/phb PHB]&lt;br /&gt;
|-&lt;br /&gt;
| DMG (e.g. Death Domain Cleric &amp;amp; Oathbreaker Paladin) || [https://www.dndbeyond.com/sources/dmg DMG]&lt;br /&gt;
|-&lt;br /&gt;
| MORDENKAINEN'S TOME OF FOES || [https://www.dndbeyond.com/sources/mtof MTOF]&lt;br /&gt;
|-&lt;br /&gt;
| ONE GRUNG ABOVE || [https://www.dndbeyond.com/sources/oga/one-grung-above OGA]&lt;br /&gt;
|-&lt;br /&gt;
| SWORD COAST ADVENTURER'S GUIDE || [https://www.dndbeyond.com/sources/scag SCAG]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTAL EVIL PLAYERS COMPANION || [https://dnd.wizards.com/articles/features/elementalevil_playerscompanion EEPC]&lt;br /&gt;
|-&lt;br /&gt;
| THE TORTLE PACKAGE || [https://www.dndbeyond.com/sources/ttp/the-tortle-package TTP]&lt;br /&gt;
|-&lt;br /&gt;
| VOLO'S GUIDE TO MONSTERS || [https://www.dndbeyond.com/sources/vgtm VGTM]&lt;br /&gt;
|-&lt;br /&gt;
| XANATHAR'S GUIDE TO EVERYTHING|| [https://www.dndbeyond.com/sources/xgte XGTE]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CLARITY ==&lt;br /&gt;
As an Adventurers League DM I've tended to be a bit more forgiving.  In this game, I will be going back to the days of college. This hardcover is excellent, it should take you from 1st level through 11th level.  I'm still learning and forgetting the rules, so I may make a judgement call to keep the game going, but please call me on rules that you don't understand or think I'm doing wrong.&lt;br /&gt;
&lt;br /&gt;
'''That said:'''&lt;br /&gt;
* Ability Scores:  Point Buy as per PHB (27 points).&lt;br /&gt;
* HPs: Max at level 1 + CON bonus; every new level, roll in game for HP advancement.&lt;br /&gt;
* Normal PHB equipment, either roll money or go with starting equipment.&lt;br /&gt;
* This is going to be intense.  If your character dies - you will be rolling up a new PC of the same level. (More on this during our first game.)&lt;br /&gt;
* Old school XP - Monsters killed/avoided + events while attaining goals is divided by number of players for your XP award.  This may not be awarded at the end of every session.  If you get enough XP to level up, you must have a [https://www.dndbeyond.com/sources/phb/adventuring#LongRest Long Rest] to earn your new level.&lt;br /&gt;
* You get to keep your gold &amp;amp; equipment you find!  I'm not going to require encumbrance unless it gets crazy.&lt;br /&gt;
* Explore the city, there are interesting things you can purchase.&lt;br /&gt;
* Factions - They all exist in Chult.  There isn't going to be renown or downtime tracking per AL, but they can possibly assist the PCs...or a PC.&lt;br /&gt;
* Heavy Armor is very rare (and costly) in Chult. 95° during the day, rarely falling below 70° at night.  A day without rain is rare.  Be warned on exhaustion effects.&lt;br /&gt;
* I posted the Backgrounds available (all from the books above + 2 backgrounds from the Tomb of Annihilation book.) &lt;br /&gt;
* If you create a PC from Chult (which is not necessary, the story will provide transport TO Chult.) please let me know.&lt;br /&gt;
* '''For any personal background stories, please add in someone that has died recently that your PC knew.'''&lt;br /&gt;
&lt;br /&gt;
== Q &amp;amp; A ==&lt;br /&gt;
__NOGLOSSARY__&lt;br /&gt;
'''Heavy Armor''': If you get it for your starting equipment you may keep it.  You can either sell it (5E selling of equipment is 1/2 price in PHB usually.) and buy other armor at full price that isn't heavy OR keep it and try to maintain it and make CON saves while going through jungle, quicksand, falling into water, exhaustion.&lt;br /&gt;
&lt;br /&gt;
'''Extra equipment''': I would recommend you keep some coin ready within Port Nyarzaru.  There are Chult-specific items you may need/want.   Yes, with the right contacts you can purchase many things like dinosaurs and even some magic weapons (highly specific.)  As you probably can tell from the map on the wiki, this is a hex-crawler for the most part so we will be doing survival checks, food/water/navigation.  There are things in Port N. that can help with a lot of that (guides, equipment.)&lt;br /&gt;
&lt;br /&gt;
'''Components''': For magic, I assume either arcane focus (no components) or components are on your person (initial purchase) and used effectively and picked up while travelling (Oh..a crow feather..cool.)  The exceptions are: a) if captured you don't have them, b) anything of 100 gp or more you do have to purchase &amp;amp; track.  c) in a lot of cases the components aren't consumed, but for example, the Druid Spell 'Snare' consumes 25' of rope each cast. Generally, you shouldn't have to worry about this until 2-3rd level spells and higher.&lt;br /&gt;
&lt;br /&gt;
'''Languages''': You're going to be coming from the Sword Coast, so you can pick general Dwarf/Elf/Goblin/Draconic languages.  Orc writing is based off of Dwarvish, so if you know Dwarf you can read Orc, just not speak it.  The same goes with Ignan/Terran languages and a few others.  ''That being said, you will be in a place with its own language that you will not know and having a way to understand 'foreign' reading &amp;amp; writing is beneficial/highly recommended (e.g. the 2 backgrounds the book supplies can help with some of that.)''  Not leading you astray, but Draconic is generally helpful but depending on your journey, may be useless.&lt;br /&gt;
&lt;br /&gt;
'''Skills''': (Not a question, but while reading the Face question that Brendan asked I wanted to make sure you knew) that Athletics is the only STR-based skill. Athletics is used a lot in Grappling, Shoving attacks (attacker Athletics vs defender Athletics/Acrobatics, defenders choice.)&lt;br /&gt;
&lt;br /&gt;
'''Guidance''': __NOGLOSSARY__ As long as you know the skill check is coming, having someone who can Guidance a check is amazing.  For skill checks: If you and another party member have proficiency in a skill, one may HELP the other (usually the person with the highest +) and that gives Advantage on the roll, they or someone else can then cast Guidance which gives a +1d4.   Resistance is..not as useful.  Maybe to help in specific instances, but I'm not breaking the game by telling you I have never used it.  On the other side, you can't use Guidance for Initiative (while an ability check it is happening too fast for you to cast a spell.) ('''Caveat:  Lets say in an ambush you are initiating you can cast Guidance on 1 person to help with that roll.''') or in occurrences where it doesn't make sense (I'm talking to the King and want to do an Insight check...I don't think he's going to want someone casting a spell.)  Helping with Survival checks and the like are all good and perhaps a pre-cast (lasts 1 minute and requires touch) before talking to someone or doing something you know is happening IS allowed.  '''''&amp;lt;I understand that the above is a bit of YES/NO/YES/NO, if you have further questions, go ahead and ask.&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Cleric Spells''':  Yes, 3 cantrips and they are locked.  Toll the Dead was a game changer when it came out, it scales great and if casting on something already damaged, uplift to 1d12 (e.g. Great Axe hit.) is amaze balls. I slightly disagree with Dan on Spare the Dying.  Cantrip vs. Limited resource while out in the wilderness. Also, (and I realize that Erik said Life Domain) the Grave Domain has this ability: &amp;quot;In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.&amp;quot;  which I have seen come in handy A LOT.  Life Domain is pretty amazing with the  2+ spell level heals and using your Channel Divinity to heal. I will add that Syndra Silvane has indicated that Port Nyarzaru has to deal with constant undead incursions.&lt;br /&gt;
&lt;br /&gt;
Erik, you have your understanding of Cleric spells correct.  You have the full gamat available, replace/refresh on Long Rest.  You can upcast specific spells into other spell level slots (e.g. Cure Wounds at 3rd level, etc.)  There is no 'cure serious wounds, cure critical wounds' it is all cure wounds(1st level) taking up a higher casting slot that scales. &lt;br /&gt;
 &lt;br /&gt;
'''The above being said about Healing Kit''': There is an amazing Feat &amp;quot;Healer&amp;quot; that &amp;quot;As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.&amp;quot;  Which I have seen rogues use to amazing effect.  (move into combat, heal like a low-level cleric then Bonus action disengage and move away from combat.) &lt;br /&gt;
&lt;br /&gt;
'''Feats''': While only Variant Humans get Feats at first level, you may want to look at Feats you'll get at 4th level as you create your PCs.  Getting the Ability Score Increase (ASI) of 2 points or a Feat is interesting, but some Feats also give +1 in specific stats (Durable, Athlete, Keen Mind to name a few.)&lt;br /&gt;
&lt;br /&gt;
[[5EWiki | Return to 5E Wiki Page]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4531</id>
		<title>NonALGuidance</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4531"/>
		<updated>2020-06-15T15:53:56Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* Q &amp;amp; A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Books to Use for PC Creation ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER'S HANDBOOK || [https://www.dndbeyond.com/sources/phb PHB]&lt;br /&gt;
|-&lt;br /&gt;
| DMG (e.g. Death Domain Cleric &amp;amp; Oathbreaker Paladin) || [https://www.dndbeyond.com/sources/dmg DMG]&lt;br /&gt;
|-&lt;br /&gt;
| MORDENKAINEN'S TOME OF FOES || [https://www.dndbeyond.com/sources/mtof MTOF]&lt;br /&gt;
|-&lt;br /&gt;
| ONE GRUNG ABOVE || [https://www.dndbeyond.com/sources/oga/one-grung-above OGA]&lt;br /&gt;
|-&lt;br /&gt;
| SWORD COAST ADVENTURER'S GUIDE || [https://www.dndbeyond.com/sources/scag SCAG]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTAL EVIL PLAYERS COMPANION || [https://dnd.wizards.com/articles/features/elementalevil_playerscompanion EEPC]&lt;br /&gt;
|-&lt;br /&gt;
| THE TORTLE PACKAGE || [https://www.dndbeyond.com/sources/ttp/the-tortle-package TTP]&lt;br /&gt;
|-&lt;br /&gt;
| VOLO'S GUIDE TO MONSTERS || [https://www.dndbeyond.com/sources/vgtm VGTM]&lt;br /&gt;
|-&lt;br /&gt;
| XANATHAR'S GUIDE TO EVERYTHING|| [https://www.dndbeyond.com/sources/xgte XGTE]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CLARITY ==&lt;br /&gt;
As an Adventurers League DM I've tended to be a bit more forgiving.  In this game, I will be going back to the days of college. This hardcover is excellent, it should take you from 1st level through 11th level.  I'm still learning and forgetting the rules, so I may make a judgement call to keep the game going, but please call me on rules that you don't understand or think I'm doing wrong.&lt;br /&gt;
&lt;br /&gt;
'''That said:'''&lt;br /&gt;
* Ability Scores:  Point Buy as per PHB (27 points).&lt;br /&gt;
* HPs: Max at level 1 + CON bonus; every new level, roll in game for HP advancement.&lt;br /&gt;
* Normal PHB equipment, either roll money or go with starting equipment.&lt;br /&gt;
* This is going to be intense.  If your character dies - you will be rolling up a new PC of the same level. (More on this during our first game.)&lt;br /&gt;
* Old school XP - Monsters killed/avoided + events while attaining goals is divided by number of players for your XP award.  This may not be awarded at the end of every session.  If you get enough XP to level up, you must have a [https://www.dndbeyond.com/sources/phb/adventuring#LongRest Long Rest] to earn your new level.&lt;br /&gt;
* You get to keep your gold &amp;amp; equipment you find!  I'm not going to require encumbrance unless it gets crazy.&lt;br /&gt;
* Explore the city, there are interesting things you can purchase.&lt;br /&gt;
* Factions - They all exist in Chult.  There isn't going to be renown or downtime tracking per AL, but they can possibly assist the PCs...or a PC.&lt;br /&gt;
* Heavy Armor is very rare (and costly) in Chult. 95° during the day, rarely falling below 70° at night.  A day without rain is rare.  Be warned on exhaustion effects.&lt;br /&gt;
* I posted the Backgrounds available (all from the books above + 2 backgrounds from the Tomb of Annihilation book.) &lt;br /&gt;
* If you create a PC from Chult (which is not necessary, the story will provide transport TO Chult.) please let me know.&lt;br /&gt;
* '''For any personal background stories, please add in someone that has died recently that your PC knew.'''&lt;br /&gt;
&lt;br /&gt;
== Q &amp;amp; A ==&lt;br /&gt;
__NOGLOSSARY__&lt;br /&gt;
'''Heavy Armor''': If you get it for your starting equipment you may keep it.  You can either sell it (5E selling of equipment is 1/2 price in PHB usually.) and buy other armor at full price that isn't heavy OR keep it and try to maintain it and make CON saves while going through jungle, quicksand, falling into water, exhaustion.&lt;br /&gt;
&lt;br /&gt;
'''Extra equipment''': I would recommend you keep some coin ready within Port Nyarzaru.  There are Chult-specific items you may need/want.   Yes, with the right contacts you can purchase many things like dinosaurs and even some magic weapons (highly specific.)  As you probably can tell from the map on the wiki, this is a hex-crawler for the most part so we will be doing survival checks, food/water/navigation.  There are things in Port N. that can help with a lot of that (guides, equipment.)&lt;br /&gt;
&lt;br /&gt;
'''Components''': For magic, I assume either arcane focus (no components) or components are on your person (initial purchase) and used effectively and picked up while travelling (Oh..a crow feather..cool.)  The exceptions are: a) if captured you don't have them, b) anything of 100 gp or more you do have to purchase &amp;amp; track.  c) in a lot of cases the components aren't consumed, but for example, the Druid Spell 'Snare' consumes 25' of rope each cast. Generally, you shouldn't have to worry about this until 2-3rd level spells and higher.&lt;br /&gt;
&lt;br /&gt;
'''Languages''': You're going to be coming from the Sword Coast, so you can pick general Dwarf/Elf/Goblin/Draconic languages.  Orc writing is based off of Dwarvish, so if you know Dwarf you can read Orc, just not speak it.  The same goes with Ignan/Terran languages and a few others.  ''That being said, you will be in a place with its own language that you will not know and having a way to understand 'foreign' reading &amp;amp; writing is beneficial/highly recommended (e.g. the 2 backgrounds the book supplies can help with some of that.)''  Not leading you astray, but Draconic is generally helpful but depending on your journey, may be useless.&lt;br /&gt;
&lt;br /&gt;
'''Skills''': (Not a question, but while reading the Face question that Brendan asked I wanted to make sure you knew) that Athletics is the only STR-based skill. Athletics is used a lot in Grappling, Shoving attacks (attacker Athletics vs defender Athletics/Acrobatics, defenders choice.)&lt;br /&gt;
&lt;br /&gt;
'''Guidance''': As long as you know the skill check is coming, having someone who can Guidance a check is amazing.  For skill checks: If you and another party member have proficiency in a skill, one may HELP the other (usually the person with the highest +) and that gives Advantage on the roll, they or someone else can then cast Guidance which gives a +1d4.   Resistance is..not as useful.  Maybe to help in specific instances, but I'm not breaking the game by telling you I have never used it.  On the other side, you can't use Guidance for Initiative (while an ability check it is happening too fast for you to cast a spell.) ('''Caveat:  Lets say in an ambush you are initiating you can cast Guidance on 1 person to help with that roll.''') or in occurrences where it doesn't make sense (I'm talking to the King and want to do an Insight check...I don't think he's going to want someone casting a spell.)  Helping with Survival checks and the like are all good and perhaps a pre-cast (lasts 1 minute and requires touch) before talking to someone or doing something you know is happening IS allowed.  '''''&amp;lt;I understand that the above is a bit of YES/NO/YES/NO, if you have further questions, go ahead and ask.&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Cleric Spells''':  Yes, 3 cantrips and they are locked.  Toll the Dead was a game changer when it came out, it scales great and if casting on something already damaged, uplift to 1d12 (e.g. Great Axe hit.) is amaze balls. I slightly disagree with Dan on Spare the Dying.  Cantrip vs. Limited resource while out in the wilderness. Also, (and I realize that Erik said Life Domain) the Grave Domain has this ability: &amp;quot;In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.&amp;quot;  which I have seen come in handy A LOT.  Life Domain is pretty amazing with the  2+ spell level heals and using your Channel Divinity to heal. I will add that Syndra Silvane has indicated that Port Nyarzaru has to deal with constant undead incursions.&lt;br /&gt;
&lt;br /&gt;
Erik, you have your understanding of Cleric spells correct.  You have the full gamat available, replace/refresh on Long Rest.  You can upcast specific spells into other spell level slots (e.g. Cure Wounds at 3rd level, etc.)  There is no 'cure serious wounds, cure critical wounds' it is all cure wounds(1st level) taking up a higher casting slot that scales. &lt;br /&gt;
 &lt;br /&gt;
'''The above being said about Healing Kit''': There is an amazing Feat &amp;quot;Healer&amp;quot; that &amp;quot;As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.&amp;quot;  Which I have seen rogues use to amazing effect.  (move into combat, heal like a low-level cleric then Bonus action disengage and move away from combat.) &lt;br /&gt;
&lt;br /&gt;
'''Feats''': While only Variant Humans get Feats at first level, you may want to look at Feats you'll get at 4th level as you create your PCs.  Getting the Ability Score Increase (ASI) of 2 points or a Feat is interesting, but some Feats also give +1 in specific stats (Durable, Athlete, Keen Mind to name a few.)&lt;br /&gt;
&lt;br /&gt;
[[5EWiki | Return to 5E Wiki Page]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4530</id>
		<title>NonALGuidance</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4530"/>
		<updated>2020-06-15T15:53:23Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Books to Use for PC Creation ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER'S HANDBOOK || [https://www.dndbeyond.com/sources/phb PHB]&lt;br /&gt;
|-&lt;br /&gt;
| DMG (e.g. Death Domain Cleric &amp;amp; Oathbreaker Paladin) || [https://www.dndbeyond.com/sources/dmg DMG]&lt;br /&gt;
|-&lt;br /&gt;
| MORDENKAINEN'S TOME OF FOES || [https://www.dndbeyond.com/sources/mtof MTOF]&lt;br /&gt;
|-&lt;br /&gt;
| ONE GRUNG ABOVE || [https://www.dndbeyond.com/sources/oga/one-grung-above OGA]&lt;br /&gt;
|-&lt;br /&gt;
| SWORD COAST ADVENTURER'S GUIDE || [https://www.dndbeyond.com/sources/scag SCAG]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTAL EVIL PLAYERS COMPANION || [https://dnd.wizards.com/articles/features/elementalevil_playerscompanion EEPC]&lt;br /&gt;
|-&lt;br /&gt;
| THE TORTLE PACKAGE || [https://www.dndbeyond.com/sources/ttp/the-tortle-package TTP]&lt;br /&gt;
|-&lt;br /&gt;
| VOLO'S GUIDE TO MONSTERS || [https://www.dndbeyond.com/sources/vgtm VGTM]&lt;br /&gt;
|-&lt;br /&gt;
| XANATHAR'S GUIDE TO EVERYTHING|| [https://www.dndbeyond.com/sources/xgte XGTE]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CLARITY ==&lt;br /&gt;
As an Adventurers League DM I've tended to be a bit more forgiving.  In this game, I will be going back to the days of college. This hardcover is excellent, it should take you from 1st level through 11th level.  I'm still learning and forgetting the rules, so I may make a judgement call to keep the game going, but please call me on rules that you don't understand or think I'm doing wrong.&lt;br /&gt;
&lt;br /&gt;
'''That said:'''&lt;br /&gt;
* Ability Scores:  Point Buy as per PHB (27 points).&lt;br /&gt;
* HPs: Max at level 1 + CON bonus; every new level, roll in game for HP advancement.&lt;br /&gt;
* Normal PHB equipment, either roll money or go with starting equipment.&lt;br /&gt;
* This is going to be intense.  If your character dies - you will be rolling up a new PC of the same level. (More on this during our first game.)&lt;br /&gt;
* Old school XP - Monsters killed/avoided + events while attaining goals is divided by number of players for your XP award.  This may not be awarded at the end of every session.  If you get enough XP to level up, you must have a [https://www.dndbeyond.com/sources/phb/adventuring#LongRest Long Rest] to earn your new level.&lt;br /&gt;
* You get to keep your gold &amp;amp; equipment you find!  I'm not going to require encumbrance unless it gets crazy.&lt;br /&gt;
* Explore the city, there are interesting things you can purchase.&lt;br /&gt;
* Factions - They all exist in Chult.  There isn't going to be renown or downtime tracking per AL, but they can possibly assist the PCs...or a PC.&lt;br /&gt;
* Heavy Armor is very rare (and costly) in Chult. 95° during the day, rarely falling below 70° at night.  A day without rain is rare.  Be warned on exhaustion effects.&lt;br /&gt;
* I posted the Backgrounds available (all from the books above + 2 backgrounds from the Tomb of Annihilation book.) &lt;br /&gt;
* If you create a PC from Chult (which is not necessary, the story will provide transport TO Chult.) please let me know.&lt;br /&gt;
* '''For any personal background stories, please add in someone that has died recently that your PC knew.'''&lt;br /&gt;
&lt;br /&gt;
== Q &amp;amp; A ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;noglossary&amp;quot;&amp;gt;&lt;br /&gt;
'''Heavy Armor''': If you get it for your starting equipment you may keep it.  You can either sell it (5E selling of equipment is 1/2 price in PHB usually.) and buy other armor at full price that isn't heavy OR keep it and try to maintain it and make CON saves while going through jungle, quicksand, falling into water, exhaustion.&lt;br /&gt;
&lt;br /&gt;
'''Extra equipment''': I would recommend you keep some coin ready within Port Nyarzaru.  There are Chult-specific items you may need/want.   Yes, with the right contacts you can purchase many things like dinosaurs and even some magic weapons (highly specific.)  As you probably can tell from the map on the wiki, this is a hex-crawler for the most part so we will be doing survival checks, food/water/navigation.  There are things in Port N. that can help with a lot of that (guides, equipment.)&lt;br /&gt;
&lt;br /&gt;
'''Components''': For magic, I assume either arcane focus (no components) or components are on your person (initial purchase) and used effectively and picked up while travelling (Oh..a crow feather..cool.)  The exceptions are: a) if captured you don't have them, b) anything of 100 gp or more you do have to purchase &amp;amp; track.  c) in a lot of cases the components aren't consumed, but for example, the Druid Spell 'Snare' consumes 25' of rope each cast. Generally, you shouldn't have to worry about this until 2-3rd level spells and higher.&lt;br /&gt;
&lt;br /&gt;
'''Languages''': You're going to be coming from the Sword Coast, so you can pick general Dwarf/Elf/Goblin/Draconic languages.  Orc writing is based off of Dwarvish, so if you know Dwarf you can read Orc, just not speak it.  The same goes with Ignan/Terran languages and a few others.  ''That being said, you will be in a place with its own language that you will not know and having a way to understand 'foreign' reading &amp;amp; writing is beneficial/highly recommended (e.g. the 2 backgrounds the book supplies can help with some of that.)''  Not leading you astray, but Draconic is generally helpful but depending on your journey, may be useless.&lt;br /&gt;
&lt;br /&gt;
'''Skills''': (Not a question, but while reading the Face question that Brendan asked I wanted to make sure you knew) that Athletics is the only STR-based skill. Athletics is used a lot in Grappling, Shoving attacks (attacker Athletics vs defender Athletics/Acrobatics, defenders choice.)&lt;br /&gt;
&lt;br /&gt;
'''Guidance''': As long as you know the skill check is coming, having someone who can Guidance a check is amazing.  For skill checks: If you and another party member have proficiency in a skill, one may HELP the other (usually the person with the highest +) and that gives Advantage on the roll, they or someone else can then cast Guidance which gives a +1d4.   Resistance is..not as useful.  Maybe to help in specific instances, but I'm not breaking the game by telling you I have never used it.  On the other side, you can't use Guidance for Initiative (while an ability check it is happening too fast for you to cast a spell.) ('''Caveat:  Lets say in an ambush you are initiating you can cast Guidance on 1 person to help with that roll.''') or in occurrences where it doesn't make sense (I'm talking to the King and want to do an Insight check...I don't think he's going to want someone casting a spell.)  Helping with Survival checks and the like are all good and perhaps a pre-cast (lasts 1 minute and requires touch) before talking to someone or doing something you know is happening IS allowed.  '''''&amp;lt;I understand that the above is a bit of YES/NO/YES/NO, if you have further questions, go ahead and ask.&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Cleric Spells''':  Yes, 3 cantrips and they are locked.  Toll the Dead was a game changer when it came out, it scales great and if casting on something already damaged, uplift to 1d12 (e.g. Great Axe hit.) is amaze balls. I slightly disagree with Dan on Spare the Dying.  Cantrip vs. Limited resource while out in the wilderness. Also, (and I realize that Erik said Life Domain) the Grave Domain has this ability: &amp;quot;In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.&amp;quot;  which I have seen come in handy A LOT.  Life Domain is pretty amazing with the  2+ spell level heals and using your Channel Divinity to heal. I will add that Syndra Silvane has indicated that Port Nyarzaru has to deal with constant undead incursions.&lt;br /&gt;
&lt;br /&gt;
Erik, you have your understanding of Cleric spells correct.  You have the full gamat available, replace/refresh on Long Rest.  You can upcast specific spells into other spell level slots (e.g. Cure Wounds at 3rd level, etc.)  There is no 'cure serious wounds, cure critical wounds' it is all cure wounds(1st level) taking up a higher casting slot that scales. &lt;br /&gt;
 &lt;br /&gt;
'''The above being said about Healing Kit''': There is an amazing Feat &amp;quot;Healer&amp;quot; that &amp;quot;As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.&amp;quot;  Which I have seen rogues use to amazing effect.  (move into combat, heal like a low-level cleric then Bonus action disengage and move away from combat.) &lt;br /&gt;
&lt;br /&gt;
'''Feats''': While only Variant Humans get Feats at first level, you may want to look at Feats you'll get at 4th level as you create your PCs.  Getting the Ability Score Increase (ASI) of 2 points or a Feat is interesting, but some Feats also give +1 in specific stats (Durable, Athlete, Keen Mind to name a few.)&lt;br /&gt;
&lt;br /&gt;
[[5EWiki | Return to 5E Wiki Page]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4529</id>
		<title>NonALGuidance</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4529"/>
		<updated>2020-06-15T15:53:06Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;noglossary&amp;quot;&amp;gt;&lt;br /&gt;
== Books to Use for PC Creation ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER'S HANDBOOK || [https://www.dndbeyond.com/sources/phb PHB]&lt;br /&gt;
|-&lt;br /&gt;
| DMG (e.g. Death Domain Cleric &amp;amp; Oathbreaker Paladin) || [https://www.dndbeyond.com/sources/dmg DMG]&lt;br /&gt;
|-&lt;br /&gt;
| MORDENKAINEN'S TOME OF FOES || [https://www.dndbeyond.com/sources/mtof MTOF]&lt;br /&gt;
|-&lt;br /&gt;
| ONE GRUNG ABOVE || [https://www.dndbeyond.com/sources/oga/one-grung-above OGA]&lt;br /&gt;
|-&lt;br /&gt;
| SWORD COAST ADVENTURER'S GUIDE || [https://www.dndbeyond.com/sources/scag SCAG]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTAL EVIL PLAYERS COMPANION || [https://dnd.wizards.com/articles/features/elementalevil_playerscompanion EEPC]&lt;br /&gt;
|-&lt;br /&gt;
| THE TORTLE PACKAGE || [https://www.dndbeyond.com/sources/ttp/the-tortle-package TTP]&lt;br /&gt;
|-&lt;br /&gt;
| VOLO'S GUIDE TO MONSTERS || [https://www.dndbeyond.com/sources/vgtm VGTM]&lt;br /&gt;
|-&lt;br /&gt;
| XANATHAR'S GUIDE TO EVERYTHING|| [https://www.dndbeyond.com/sources/xgte XGTE]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CLARITY ==&lt;br /&gt;
As an Adventurers League DM I've tended to be a bit more forgiving.  In this game, I will be going back to the days of college. This hardcover is excellent, it should take you from 1st level through 11th level.  I'm still learning and forgetting the rules, so I may make a judgement call to keep the game going, but please call me on rules that you don't understand or think I'm doing wrong.&lt;br /&gt;
&lt;br /&gt;
'''That said:'''&lt;br /&gt;
* Ability Scores:  Point Buy as per PHB (27 points).&lt;br /&gt;
* HPs: Max at level 1 + CON bonus; every new level, roll in game for HP advancement.&lt;br /&gt;
* Normal PHB equipment, either roll money or go with starting equipment.&lt;br /&gt;
* This is going to be intense.  If your character dies - you will be rolling up a new PC of the same level. (More on this during our first game.)&lt;br /&gt;
* Old school XP - Monsters killed/avoided + events while attaining goals is divided by number of players for your XP award.  This may not be awarded at the end of every session.  If you get enough XP to level up, you must have a [https://www.dndbeyond.com/sources/phb/adventuring#LongRest Long Rest] to earn your new level.&lt;br /&gt;
* You get to keep your gold &amp;amp; equipment you find!  I'm not going to require encumbrance unless it gets crazy.&lt;br /&gt;
* Explore the city, there are interesting things you can purchase.&lt;br /&gt;
* Factions - They all exist in Chult.  There isn't going to be renown or downtime tracking per AL, but they can possibly assist the PCs...or a PC.&lt;br /&gt;
* Heavy Armor is very rare (and costly) in Chult. 95° during the day, rarely falling below 70° at night.  A day without rain is rare.  Be warned on exhaustion effects.&lt;br /&gt;
* I posted the Backgrounds available (all from the books above + 2 backgrounds from the Tomb of Annihilation book.) &lt;br /&gt;
* If you create a PC from Chult (which is not necessary, the story will provide transport TO Chult.) please let me know.&lt;br /&gt;
* '''For any personal background stories, please add in someone that has died recently that your PC knew.'''&lt;br /&gt;
&lt;br /&gt;
== Q &amp;amp; A ==&lt;br /&gt;
'''Heavy Armor''': If you get it for your starting equipment you may keep it.  You can either sell it (5E selling of equipment is 1/2 price in PHB usually.) and buy other armor at full price that isn't heavy OR keep it and try to maintain it and make CON saves while going through jungle, quicksand, falling into water, exhaustion.&lt;br /&gt;
&lt;br /&gt;
'''Extra equipment''': I would recommend you keep some coin ready within Port Nyarzaru.  There are Chult-specific items you may need/want.   Yes, with the right contacts you can purchase many things like dinosaurs and even some magic weapons (highly specific.)  As you probably can tell from the map on the wiki, this is a hex-crawler for the most part so we will be doing survival checks, food/water/navigation.  There are things in Port N. that can help with a lot of that (guides, equipment.)&lt;br /&gt;
&lt;br /&gt;
'''Components''': For magic, I assume either arcane focus (no components) or components are on your person (initial purchase) and used effectively and picked up while travelling (Oh..a crow feather..cool.)  The exceptions are: a) if captured you don't have them, b) anything of 100 gp or more you do have to purchase &amp;amp; track.  c) in a lot of cases the components aren't consumed, but for example, the Druid Spell 'Snare' consumes 25' of rope each cast. Generally, you shouldn't have to worry about this until 2-3rd level spells and higher.&lt;br /&gt;
&lt;br /&gt;
'''Languages''': You're going to be coming from the Sword Coast, so you can pick general Dwarf/Elf/Goblin/Draconic languages.  Orc writing is based off of Dwarvish, so if you know Dwarf you can read Orc, just not speak it.  The same goes with Ignan/Terran languages and a few others.  ''That being said, you will be in a place with its own language that you will not know and having a way to understand 'foreign' reading &amp;amp; writing is beneficial/highly recommended (e.g. the 2 backgrounds the book supplies can help with some of that.)''  Not leading you astray, but Draconic is generally helpful but depending on your journey, may be useless.&lt;br /&gt;
&lt;br /&gt;
'''Skills''': (Not a question, but while reading the Face question that Brendan asked I wanted to make sure you knew) that Athletics is the only STR-based skill. Athletics is used a lot in Grappling, Shoving attacks (attacker Athletics vs defender Athletics/Acrobatics, defenders choice.)&lt;br /&gt;
&lt;br /&gt;
'''Guidance''': As long as you know the skill check is coming, having someone who can Guidance a check is amazing.  For skill checks: If you and another party member have proficiency in a skill, one may HELP the other (usually the person with the highest +) and that gives Advantage on the roll, they or someone else can then cast Guidance which gives a +1d4.   Resistance is..not as useful.  Maybe to help in specific instances, but I'm not breaking the game by telling you I have never used it.  On the other side, you can't use Guidance for Initiative (while an ability check it is happening too fast for you to cast a spell.) ('''Caveat:  Lets say in an ambush you are initiating you can cast Guidance on 1 person to help with that roll.''') or in occurrences where it doesn't make sense (I'm talking to the King and want to do an Insight check...I don't think he's going to want someone casting a spell.)  Helping with Survival checks and the like are all good and perhaps a pre-cast (lasts 1 minute and requires touch) before talking to someone or doing something you know is happening IS allowed.  '''''&amp;lt;I understand that the above is a bit of YES/NO/YES/NO, if you have further questions, go ahead and ask.&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Cleric Spells''':  Yes, 3 cantrips and they are locked.  Toll the Dead was a game changer when it came out, it scales great and if casting on something already damaged, uplift to 1d12 (e.g. Great Axe hit.) is amaze balls. I slightly disagree with Dan on Spare the Dying.  Cantrip vs. Limited resource while out in the wilderness. Also, (and I realize that Erik said Life Domain) the Grave Domain has this ability: &amp;quot;In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.&amp;quot;  which I have seen come in handy A LOT.  Life Domain is pretty amazing with the  2+ spell level heals and using your Channel Divinity to heal. I will add that Syndra Silvane has indicated that Port Nyarzaru has to deal with constant undead incursions.&lt;br /&gt;
&lt;br /&gt;
Erik, you have your understanding of Cleric spells correct.  You have the full gamat available, replace/refresh on Long Rest.  You can upcast specific spells into other spell level slots (e.g. Cure Wounds at 3rd level, etc.)  There is no 'cure serious wounds, cure critical wounds' it is all cure wounds(1st level) taking up a higher casting slot that scales. &lt;br /&gt;
 &lt;br /&gt;
'''The above being said about Healing Kit''': There is an amazing Feat &amp;quot;Healer&amp;quot; that &amp;quot;As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.&amp;quot;  Which I have seen rogues use to amazing effect.  (move into combat, heal like a low-level cleric then Bonus action disengage and move away from combat.) &lt;br /&gt;
&lt;br /&gt;
'''Feats''': While only Variant Humans get Feats at first level, you may want to look at Feats you'll get at 4th level as you create your PCs.  Getting the Ability Score Increase (ASI) of 2 points or a Feat is interesting, but some Feats also give +1 in specific stats (Durable, Athlete, Keen Mind to name a few.)&lt;br /&gt;
&lt;br /&gt;
[[5EWiki | Return to 5E Wiki Page]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4528</id>
		<title>NonALGuidance</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4528"/>
		<updated>2020-06-15T15:52:34Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noglossary&amp;gt;&lt;br /&gt;
== Books to Use for PC Creation ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER'S HANDBOOK || [https://www.dndbeyond.com/sources/phb PHB]&lt;br /&gt;
|-&lt;br /&gt;
| DMG (e.g. Death Domain Cleric &amp;amp; Oathbreaker Paladin) || [https://www.dndbeyond.com/sources/dmg DMG]&lt;br /&gt;
|-&lt;br /&gt;
| MORDENKAINEN'S TOME OF FOES || [https://www.dndbeyond.com/sources/mtof MTOF]&lt;br /&gt;
|-&lt;br /&gt;
| ONE GRUNG ABOVE || [https://www.dndbeyond.com/sources/oga/one-grung-above OGA]&lt;br /&gt;
|-&lt;br /&gt;
| SWORD COAST ADVENTURER'S GUIDE || [https://www.dndbeyond.com/sources/scag SCAG]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTAL EVIL PLAYERS COMPANION || [https://dnd.wizards.com/articles/features/elementalevil_playerscompanion EEPC]&lt;br /&gt;
|-&lt;br /&gt;
| THE TORTLE PACKAGE || [https://www.dndbeyond.com/sources/ttp/the-tortle-package TTP]&lt;br /&gt;
|-&lt;br /&gt;
| VOLO'S GUIDE TO MONSTERS || [https://www.dndbeyond.com/sources/vgtm VGTM]&lt;br /&gt;
|-&lt;br /&gt;
| XANATHAR'S GUIDE TO EVERYTHING|| [https://www.dndbeyond.com/sources/xgte XGTE]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CLARITY ==&lt;br /&gt;
As an Adventurers League DM I've tended to be a bit more forgiving.  In this game, I will be going back to the days of college. This hardcover is excellent, it should take you from 1st level through 11th level.  I'm still learning and forgetting the rules, so I may make a judgement call to keep the game going, but please call me on rules that you don't understand or think I'm doing wrong.&lt;br /&gt;
&lt;br /&gt;
'''That said:'''&lt;br /&gt;
* Ability Scores:  Point Buy as per PHB (27 points).&lt;br /&gt;
* HPs: Max at level 1 + CON bonus; every new level, roll in game for HP advancement.&lt;br /&gt;
* Normal PHB equipment, either roll money or go with starting equipment.&lt;br /&gt;
* This is going to be intense.  If your character dies - you will be rolling up a new PC of the same level. (More on this during our first game.)&lt;br /&gt;
* Old school XP - Monsters killed/avoided + events while attaining goals is divided by number of players for your XP award.  This may not be awarded at the end of every session.  If you get enough XP to level up, you must have a [https://www.dndbeyond.com/sources/phb/adventuring#LongRest Long Rest] to earn your new level.&lt;br /&gt;
* You get to keep your gold &amp;amp; equipment you find!  I'm not going to require encumbrance unless it gets crazy.&lt;br /&gt;
* Explore the city, there are interesting things you can purchase.&lt;br /&gt;
* Factions - They all exist in Chult.  There isn't going to be renown or downtime tracking per AL, but they can possibly assist the PCs...or a PC.&lt;br /&gt;
* Heavy Armor is very rare (and costly) in Chult. 95° during the day, rarely falling below 70° at night.  A day without rain is rare.  Be warned on exhaustion effects.&lt;br /&gt;
* I posted the Backgrounds available (all from the books above + 2 backgrounds from the Tomb of Annihilation book.) &lt;br /&gt;
* If you create a PC from Chult (which is not necessary, the story will provide transport TO Chult.) please let me know.&lt;br /&gt;
* '''For any personal background stories, please add in someone that has died recently that your PC knew.'''&lt;br /&gt;
&lt;br /&gt;
== Q &amp;amp; A ==&lt;br /&gt;
'''Heavy Armor''': If you get it for your starting equipment you may keep it.  You can either sell it (5E selling of equipment is 1/2 price in PHB usually.) and buy other armor at full price that isn't heavy OR keep it and try to maintain it and make CON saves while going through jungle, quicksand, falling into water, exhaustion.&lt;br /&gt;
&lt;br /&gt;
'''Extra equipment''': I would recommend you keep some coin ready within Port Nyarzaru.  There are Chult-specific items you may need/want.   Yes, with the right contacts you can purchase many things like dinosaurs and even some magic weapons (highly specific.)  As you probably can tell from the map on the wiki, this is a hex-crawler for the most part so we will be doing survival checks, food/water/navigation.  There are things in Port N. that can help with a lot of that (guides, equipment.)&lt;br /&gt;
&lt;br /&gt;
'''Components''': For magic, I assume either arcane focus (no components) or components are on your person (initial purchase) and used effectively and picked up while travelling (Oh..a crow feather..cool.)  The exceptions are: a) if captured you don't have them, b) anything of 100 gp or more you do have to purchase &amp;amp; track.  c) in a lot of cases the components aren't consumed, but for example, the Druid Spell 'Snare' consumes 25' of rope each cast. Generally, you shouldn't have to worry about this until 2-3rd level spells and higher.&lt;br /&gt;
&lt;br /&gt;
'''Languages''': You're going to be coming from the Sword Coast, so you can pick general Dwarf/Elf/Goblin/Draconic languages.  Orc writing is based off of Dwarvish, so if you know Dwarf you can read Orc, just not speak it.  The same goes with Ignan/Terran languages and a few others.  ''That being said, you will be in a place with its own language that you will not know and having a way to understand 'foreign' reading &amp;amp; writing is beneficial/highly recommended (e.g. the 2 backgrounds the book supplies can help with some of that.)''  Not leading you astray, but Draconic is generally helpful but depending on your journey, may be useless.&lt;br /&gt;
&lt;br /&gt;
'''Skills''': (Not a question, but while reading the Face question that Brendan asked I wanted to make sure you knew) that Athletics is the only STR-based skill. Athletics is used a lot in Grappling, Shoving attacks (attacker Athletics vs defender Athletics/Acrobatics, defenders choice.)&lt;br /&gt;
&lt;br /&gt;
'''Guidance''': As long as you know the skill check is coming, having someone who can Guidance a check is amazing.  For skill checks: If you and another party member have proficiency in a skill, one may HELP the other (usually the person with the highest +) and that gives Advantage on the roll, they or someone else can then cast Guidance which gives a +1d4.   Resistance is..not as useful.  Maybe to help in specific instances, but I'm not breaking the game by telling you I have never used it.  On the other side, you can't use Guidance for Initiative (while an ability check it is happening too fast for you to cast a spell.) ('''Caveat:  Lets say in an ambush you are initiating you can cast Guidance on 1 person to help with that roll.''') or in occurrences where it doesn't make sense (I'm talking to the King and want to do an Insight check...I don't think he's going to want someone casting a spell.)  Helping with Survival checks and the like are all good and perhaps a pre-cast (lasts 1 minute and requires touch) before talking to someone or doing something you know is happening IS allowed.  '''''&amp;lt;I understand that the above is a bit of YES/NO/YES/NO, if you have further questions, go ahead and ask.&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Cleric Spells''':  Yes, 3 cantrips and they are locked.  Toll the Dead was a game changer when it came out, it scales great and if casting on something already damaged, uplift to 1d12 (e.g. Great Axe hit.) is amaze balls. I slightly disagree with Dan on Spare the Dying.  Cantrip vs. Limited resource while out in the wilderness. Also, (and I realize that Erik said Life Domain) the Grave Domain has this ability: &amp;quot;In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.&amp;quot;  which I have seen come in handy A LOT.  Life Domain is pretty amazing with the  2+ spell level heals and using your Channel Divinity to heal. I will add that Syndra Silvane has indicated that Port Nyarzaru has to deal with constant undead incursions.&lt;br /&gt;
&lt;br /&gt;
Erik, you have your understanding of Cleric spells correct.  You have the full gamat available, replace/refresh on Long Rest.  You can upcast specific spells into other spell level slots (e.g. Cure Wounds at 3rd level, etc.)  There is no 'cure serious wounds, cure critical wounds' it is all cure wounds(1st level) taking up a higher casting slot that scales. &lt;br /&gt;
 &lt;br /&gt;
'''The above being said about Healing Kit''': There is an amazing Feat &amp;quot;Healer&amp;quot; that &amp;quot;As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.&amp;quot;  Which I have seen rogues use to amazing effect.  (move into combat, heal like a low-level cleric then Bonus action disengage and move away from combat.) &lt;br /&gt;
&lt;br /&gt;
'''Feats''': While only Variant Humans get Feats at first level, you may want to look at Feats you'll get at 4th level as you create your PCs.  Getting the Ability Score Increase (ASI) of 2 points or a Feat is interesting, but some Feats also give +1 in specific stats (Durable, Athlete, Keen Mind to name a few.)&lt;br /&gt;
&lt;br /&gt;
[[5EWiki | Return to 5E Wiki Page]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4527</id>
		<title>NonALGuidance</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=NonALGuidance&amp;diff=4527"/>
		<updated>2020-06-15T15:50:52Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Books to Use for PC Creation ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER'S HANDBOOK || [https://www.dndbeyond.com/sources/phb PHB]&lt;br /&gt;
|-&lt;br /&gt;
| DMG (e.g. Death Domain Cleric &amp;amp; Oathbreaker Paladin) || [https://www.dndbeyond.com/sources/dmg DMG]&lt;br /&gt;
|-&lt;br /&gt;
| MORDENKAINEN'S TOME OF FOES || [https://www.dndbeyond.com/sources/mtof MTOF]&lt;br /&gt;
|-&lt;br /&gt;
| ONE GRUNG ABOVE || [https://www.dndbeyond.com/sources/oga/one-grung-above OGA]&lt;br /&gt;
|-&lt;br /&gt;
| SWORD COAST ADVENTURER'S GUIDE || [https://www.dndbeyond.com/sources/scag SCAG]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTAL EVIL PLAYERS COMPANION || [https://dnd.wizards.com/articles/features/elementalevil_playerscompanion EEPC]&lt;br /&gt;
|-&lt;br /&gt;
| THE TORTLE PACKAGE || [https://www.dndbeyond.com/sources/ttp/the-tortle-package TTP]&lt;br /&gt;
|-&lt;br /&gt;
| VOLO'S GUIDE TO MONSTERS || [https://www.dndbeyond.com/sources/vgtm VGTM]&lt;br /&gt;
|-&lt;br /&gt;
| XANATHAR'S GUIDE TO EVERYTHING|| [https://www.dndbeyond.com/sources/xgte XGTE]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CLARITY ==&lt;br /&gt;
As an Adventurers League DM I've tended to be a bit more forgiving.  In this game, I will be going back to the days of college. This hardcover is excellent, it should take you from 1st level through 11th level.  I'm still learning and forgetting the rules, so I may make a judgement call to keep the game going, but please call me on rules that you don't understand or think I'm doing wrong.&lt;br /&gt;
&lt;br /&gt;
'''That said:'''&lt;br /&gt;
* Ability Scores:  Point Buy as per PHB (27 points).&lt;br /&gt;
* HPs: Max at level 1 + CON bonus; every new level, roll in game for HP advancement.&lt;br /&gt;
* Normal PHB equipment, either roll money or go with starting equipment.&lt;br /&gt;
* This is going to be intense.  If your character dies - you will be rolling up a new PC of the same level. (More on this during our first game.)&lt;br /&gt;
* Old school XP - Monsters killed/avoided + events while attaining goals is divided by number of players for your XP award.  This may not be awarded at the end of every session.  If you get enough XP to level up, you must have a [https://www.dndbeyond.com/sources/phb/adventuring#LongRest Long Rest] to earn your new level.&lt;br /&gt;
* You get to keep your gold &amp;amp; equipment you find!  I'm not going to require encumbrance unless it gets crazy.&lt;br /&gt;
* Explore the city, there are interesting things you can purchase.&lt;br /&gt;
* Factions - They all exist in Chult.  There isn't going to be renown or downtime tracking per AL, but they can possibly assist the PCs...or a PC.&lt;br /&gt;
* Heavy Armor is very rare (and costly) in Chult. 95° during the day, rarely falling below 70° at night.  A day without rain is rare.  Be warned on exhaustion effects.&lt;br /&gt;
* I posted the Backgrounds available (all from the books above + 2 backgrounds from the Tomb of Annihilation book.) &lt;br /&gt;
* If you create a PC from Chult (which is not necessary, the story will provide transport TO Chult.) please let me know.&lt;br /&gt;
* '''For any personal background stories, please add in someone that has died recently that your PC knew.'''&lt;br /&gt;
&lt;br /&gt;
== Q &amp;amp; A ==&lt;br /&gt;
'''Heavy Armor''': If you get it for your starting equipment you may keep it.  You can either sell it (5E selling of equipment is 1/2 price in PHB usually.) and buy other armor at full price that isn't heavy OR keep it and try to maintain it and make CON saves while going through jungle, quicksand, falling into water, exhaustion.&lt;br /&gt;
&lt;br /&gt;
'''Extra equipment''': I would recommend you keep some coin ready within Port Nyarzaru.  There are Chult-specific items you may need/want.   Yes, with the right contacts you can purchase many things like dinosaurs and even some magic weapons (highly specific.)  As you probably can tell from the map on the wiki, this is a hex-crawler for the most part so we will be doing survival checks, food/water/navigation.  There are things in Port N. that can help with a lot of that (guides, equipment.)&lt;br /&gt;
&lt;br /&gt;
'''Components''': For magic, I assume either arcane focus (no components) or components are on your person (initial purchase) and used effectively and picked up while travelling (Oh..a crow feather..cool.)  The exceptions are: a) if captured you don't have them, b) anything of 100 gp or more you do have to purchase &amp;amp; track.  c) in a lot of cases the components aren't consumed, but for example, the Druid Spell 'Snare' consumes 25' of rope each cast. Generally, you shouldn't have to worry about this until 2-3rd level spells and higher.&lt;br /&gt;
&lt;br /&gt;
'''Languages''': You're going to be coming from the Sword Coast, so you can pick general Dwarf/Elf/Goblin/Draconic languages.  Orc writing is based off of Dwarvish, so if you know Dwarf you can read Orc, just not speak it.  The same goes with Ignan/Terran languages and a few others.  ''That being said, you will be in a place with its own language that you will not know and having a way to understand 'foreign' reading &amp;amp; writing is beneficial/highly recommended (e.g. the 2 backgrounds the book supplies can help with some of that.)''  Not leading you astray, but Draconic is generally helpful but depending on your journey, may be useless.&lt;br /&gt;
&lt;br /&gt;
'''Skills''': (Not a question, but while reading the Face question that Brendan asked I wanted to make sure you knew) that Athletics is the only STR-based skill. Athletics is used a lot in Grappling, Shoving attacks (attacker Athletics vs defender Athletics/Acrobatics, defenders choice.)&lt;br /&gt;
&lt;br /&gt;
'''Guidance''': As long as you know the skill check is coming, having someone who can Guidance a check is amazing.  For skill checks: If you and another party member have proficiency in a skill, one may HELP the other (usually the person with the highest +) and that gives Advantage on the roll, they or someone else can then cast Guidance which gives a +1d4.   Resistance is..not as useful.  Maybe to help in specific instances, but I'm not breaking the game by telling you I have never used it.  On the other side, you can't use Guidance for Initiative (while an ability check it is happening too fast for you to cast a spell.) ('''Caveat:  Lets say in an ambush you are initiating you can cast Guidance on 1 person to help with that roll.''') or in occurrences where it doesn't make sense (I'm talking to the King and want to do an Insight check...I don't think he's going to want someone casting a spell.)  Helping with Survival checks and the like are all good and perhaps a pre-cast (lasts 1 minute and requires touch) before talking to someone or doing something you know is happening IS allowed.  '''''&amp;lt;I understand that the above is a bit of YES/NO/YES/NO, if you have further questions, go ahead and ask.&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
'''Cleric Spells''':  Yes, 3 cantrips and they are locked.  Toll the Dead was a game changer when it came out, it scales great and if casting on something already damaged, uplift to 1d12 (e.g. Great Axe hit.) is amaze balls. I slightly disagree with Dan on Spare the Dying.  Cantrip vs. Limited resource while out in the wilderness. Also, (and I realize that Erik said Life Domain) the Grave Domain has this ability: &amp;quot;In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.&amp;quot;  which I have seen come in handy A LOT.  Life Domain is pretty amazing with the  2+ spell level heals and using your Channel Divinity to heal. I will add that Syndra Silvane has indicated that Port Nyarzaru has to deal with constant undead incursions.&lt;br /&gt;
&lt;br /&gt;
Erik, you have your understanding of Cleric spells correct.  You have the full gamat available, replace/refresh on Long Rest.  You can upcast specific spells into other spell level slots (e.g. Cure Wounds at 3rd level, etc.)  There is no 'cure serious wounds, cure critical wounds' it is all cure wounds(1st level) taking up a higher casting slot that scales. &lt;br /&gt;
 &lt;br /&gt;
'''The above being said about Healing Kit''': There is an amazing Feat &amp;quot;Healer&amp;quot; that &amp;quot;As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.&amp;quot;  Which I have seen rogues use to amazing effect.  (move into combat, heal like a low-level cleric then Bonus action disengage and move away from combat.) &lt;br /&gt;
&lt;br /&gt;
'''Feats''': While only Variant Humans get Feats at first level, you may want to look at Feats you'll get at 4th level as you create your PCs.  Getting the Ability Score Increase (ASI) of 2 points or a Feat is interesting, but some Feats also give +1 in specific stats (Durable, Athlete, Keen Mind to name a few.)&lt;br /&gt;
&lt;br /&gt;
[[5EWiki | Return to 5E Wiki Page]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=Halvar&amp;diff=4052</id>
		<title>Halvar</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=Halvar&amp;diff=4052"/>
		<updated>2020-04-04T15:34:38Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: /* Items of Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox character&lt;br /&gt;
| name = Halvar&lt;br /&gt;
| race = Dwarf&lt;br /&gt;
| level1 = 10th&lt;br /&gt;
| class1 = Cleric&lt;br /&gt;
| level2 = &lt;br /&gt;
| class2 = &lt;br /&gt;
| level3 = &lt;br /&gt;
| class3 =&lt;br /&gt;
| archetype = &lt;br /&gt;
| image = dwarf_archer_2.jpg&lt;br /&gt;
| caption = &lt;br /&gt;
| strength = 10&lt;br /&gt;
| dexterity = 16&lt;br /&gt;
| constitution = 12&lt;br /&gt;
| intelligence = 14&lt;br /&gt;
| wisdom = 20&lt;br /&gt;
| charisma = 11&lt;br /&gt;
| fortitude = +10&lt;br /&gt;
| reflex = +8&lt;br /&gt;
| will = +14&lt;br /&gt;
| melee = +7&lt;br /&gt;
| ranged = +9&lt;br /&gt;
| CMB = +6&lt;br /&gt;
| hitpoints = 72&lt;br /&gt;
| AC = 21&lt;br /&gt;
| acrobatics = 0&lt;br /&gt;
| appraise = 8&lt;br /&gt;
| bluff = 0&lt;br /&gt;
| climb = -1&lt;br /&gt;
| diplomacy = 8&lt;br /&gt;
| escapeartist = 1&lt;br /&gt;
| fly = 0&lt;br /&gt;
| handleanimal = 0&lt;br /&gt;
| heal = 16&lt;br /&gt;
| intimidate = 0&lt;br /&gt;
| know1 = Dungeoneering&lt;br /&gt;
| know1lvl = 4&lt;br /&gt;
| know2 = History&lt;br /&gt;
| know2lvl = 6&lt;br /&gt;
| know3 = Religion&lt;br /&gt;
| know3lvl = 11&lt;br /&gt;
| know4 = &lt;br /&gt;
| know4lvl = &lt;br /&gt;
| know5 =&lt;br /&gt;
| know5lvl = &lt;br /&gt;
| perception = 5&lt;br /&gt;
| perf1 = Sing&lt;br /&gt;
| perf1lvl = 6&lt;br /&gt;
| prof1 = &lt;br /&gt;
| prof1lvl = &lt;br /&gt;
| ride = 0&lt;br /&gt;
| sensemotive = 12&lt;br /&gt;
| spellcraft = 6&lt;br /&gt;
| survival = 8&lt;br /&gt;
| swim = -1&lt;br /&gt;
| footnotes = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Character Sheet =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
Born in Highhelm in the Five Kings Range, the first indication that his path would not be normal for the stoic dwarven clan he was from was his birth on Archer's Day (Erastil 3rd) and a bow birthmark on his shoulder.  His efforts to follow Torag as he and his family desired were full of failed auguries and ceremonies.  It wasn't until working in one of the dwarven lumber mills that came under attack by a group of orcs did his natural dexterity and perhaps the touch of Erastil show him the way of least resistance.  This doesn't mean he doesn't resist.  Yes, once the spirit of Erastil embraced, his path forward became clear.  Unlike his brethern, the wood in his hand did not end in a steel or stone head, but rose into two equidistant points with sinew between.  This did little to ease Halvar's inner turmoil, feeling that he, or his clan had failed Torag he spent years searching for why he was destined to become a cleric of a human god.  Finally, defending a mixed dwarf/human settlement from a band of Hill Giants, he came to see that both Torag and Erastil have strong feelings towards community and protecting the weak.  While always complaining about the unwieldy weapon that he is skilled with Halvar begrudgingly follows the signs that Erastil leaves for him, angered when he sees that his path leads onward instead of where he has tried to lay down roots.&lt;br /&gt;
&lt;br /&gt;
= Oathaven Position =&lt;br /&gt;
&lt;br /&gt;
= Character Notes =&lt;br /&gt;
&lt;br /&gt;
= Items of Note =&lt;br /&gt;
&lt;br /&gt;
[https://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/oathbow/ Oathbow]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=Halvar&amp;diff=4051</id>
		<title>Halvar</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=Halvar&amp;diff=4051"/>
		<updated>2020-04-04T15:31:41Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox character&lt;br /&gt;
| name = Halvar&lt;br /&gt;
| race = Dwarf&lt;br /&gt;
| level1 = 10th&lt;br /&gt;
| class1 = Cleric&lt;br /&gt;
| level2 = &lt;br /&gt;
| class2 = &lt;br /&gt;
| level3 = &lt;br /&gt;
| class3 =&lt;br /&gt;
| archetype = &lt;br /&gt;
| image = dwarf_archer_2.jpg&lt;br /&gt;
| caption = &lt;br /&gt;
| strength = 10&lt;br /&gt;
| dexterity = 16&lt;br /&gt;
| constitution = 12&lt;br /&gt;
| intelligence = 14&lt;br /&gt;
| wisdom = 20&lt;br /&gt;
| charisma = 11&lt;br /&gt;
| fortitude = +10&lt;br /&gt;
| reflex = +8&lt;br /&gt;
| will = +14&lt;br /&gt;
| melee = +7&lt;br /&gt;
| ranged = +9&lt;br /&gt;
| CMB = +6&lt;br /&gt;
| hitpoints = 72&lt;br /&gt;
| AC = 21&lt;br /&gt;
| acrobatics = 0&lt;br /&gt;
| appraise = 8&lt;br /&gt;
| bluff = 0&lt;br /&gt;
| climb = -1&lt;br /&gt;
| diplomacy = 8&lt;br /&gt;
| escapeartist = 1&lt;br /&gt;
| fly = 0&lt;br /&gt;
| handleanimal = 0&lt;br /&gt;
| heal = 16&lt;br /&gt;
| intimidate = 0&lt;br /&gt;
| know1 = Dungeoneering&lt;br /&gt;
| know1lvl = 4&lt;br /&gt;
| know2 = History&lt;br /&gt;
| know2lvl = 6&lt;br /&gt;
| know3 = Religion&lt;br /&gt;
| know3lvl = 11&lt;br /&gt;
| know4 = &lt;br /&gt;
| know4lvl = &lt;br /&gt;
| know5 =&lt;br /&gt;
| know5lvl = &lt;br /&gt;
| perception = 5&lt;br /&gt;
| perf1 = Sing&lt;br /&gt;
| perf1lvl = 6&lt;br /&gt;
| prof1 = &lt;br /&gt;
| prof1lvl = &lt;br /&gt;
| ride = 0&lt;br /&gt;
| sensemotive = 12&lt;br /&gt;
| spellcraft = 6&lt;br /&gt;
| survival = 8&lt;br /&gt;
| swim = -1&lt;br /&gt;
| footnotes = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Character Sheet =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
Born in Highhelm in the Five Kings Range, the first indication that his path would not be normal for the stoic dwarven clan he was from was his birth on Archer's Day (Erastil 3rd) and a bow birthmark on his shoulder.  His efforts to follow Torag as he and his family desired were full of failed auguries and ceremonies.  It wasn't until working in one of the dwarven lumber mills that came under attack by a group of orcs did his natural dexterity and perhaps the touch of Erastil show him the way of least resistance.  This doesn't mean he doesn't resist.  Yes, once the spirit of Erastil embraced, his path forward became clear.  Unlike his brethern, the wood in his hand did not end in a steel or stone head, but rose into two equidistant points with sinew between.  This did little to ease Halvar's inner turmoil, feeling that he, or his clan had failed Torag he spent years searching for why he was destined to become a cleric of a human god.  Finally, defending a mixed dwarf/human settlement from a band of Hill Giants, he came to see that both Torag and Erastil have strong feelings towards community and protecting the weak.  While always complaining about the unwieldy weapon that he is skilled with Halvar begrudgingly follows the signs that Erastil leaves for him, angered when he sees that his path leads onward instead of where he has tried to lay down roots.&lt;br /&gt;
&lt;br /&gt;
= Oathaven Position =&lt;br /&gt;
&lt;br /&gt;
= Character Notes =&lt;br /&gt;
&lt;br /&gt;
= Items of Note =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=5EWiki&amp;diff=3982</id>
		<title>5EWiki</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=5EWiki&amp;diff=3982"/>
		<updated>2019-11-04T14:39:52Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[5EPlayerCharacterList | Player Characters]] - Race &amp;amp; Class info as well as PC info &amp;amp; histories.&lt;br /&gt;
* [[5EModules | List of Modules]] - List of 5E Modules completed by the group.&lt;br /&gt;
* [[Media:FaerunFactions.pdf | Factions in Faerun]] that the PCs may come across &amp;amp; join.&lt;br /&gt;
&lt;br /&gt;
== OGL 5E ==&lt;br /&gt;
&lt;br /&gt;
* [[File:SRD-OGL V5.1.pdf]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=File:FaerunFactions.pdf&amp;diff=3981</id>
		<title>File:FaerunFactions.pdf</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=File:FaerunFactions.pdf&amp;diff=3981"/>
		<updated>2019-11-04T14:39:15Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=5EWiki&amp;diff=3979</id>
		<title>5EWiki</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=5EWiki&amp;diff=3979"/>
		<updated>2019-11-04T14:35:33Z</updated>

		<summary type="html">&lt;p&gt;Gryknight9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[5EPlayerCharacterList | Player Characters]] - Race &amp;amp; Class info as well as PC info &amp;amp; histories.&lt;br /&gt;
* [[5EModules | List of Modules]] - List of 5E Modules completed by the group.&lt;br /&gt;
* [[File:FaerunFactions.pdf | Factions in Faerun]] that the PCs may come across &amp;amp; join.&lt;br /&gt;
&lt;br /&gt;
== OGL 5E ==&lt;br /&gt;
&lt;br /&gt;
* [[File:SRD-OGL V5.1.pdf]]&lt;/div&gt;</summary>
		<author><name>Gryknight9</name></author>
		
	</entry>
</feed>