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Who are you?

Character Creation
1. Choose a background. All available backgrounds are gathered
here (See Backgrounds tab). If you wish to change a skill for
another that makes sense feel free.
2. Complete your background by choosing 2 traits, and 1 of each
of ideals, bonds, and flaws. (You can also choose a race if you
want). If you do not have access to a specific background, feel
free to ask me for it.
3. In short terms, create one person that you care for, and one
that is your 'rival'. For example: Jane, my older sister, who
raised me after our parents died, and Austin, my brother, who
stole the love of my life away from me. Or Captain Cahuna,
who promoted me to sergeant, and Duke Wellington, who
knows I know his dirty, little secret, and wants me dead.
4. If you want to create a reason your character would be directly
invested in the adventure (such as maybe a family member or
friend dying from the death curse, or anything else), feel free to
discuss it with me.
5. Use the stats tab in the link above to determine your starting
statistics.
6. Consider the following questions:
If you could be anyone in a fantasy world – any person,
any origin, any abilities - who would you be?
And, more to the point, how do you solve problems? Do
you know a spell for every occasion? Are you always
Prelude ready for a fight? Can you talk your way out of anything?
For the past several weeks, the talk of the streets and taverns has Are you able to sneak past anyone in your way?
all been about the so-called death curse: a wasting disease 7. Choose a race and class (You can choose race and class before
afflicting everyone who's ever been raised from the dead. Victims making your stats if you want, refer to the appropriate tabs).
grow thinner and weaker each day, slowly but steadily sliding 8. Level yourself to level 2. For ways to roll HP, refer to the
toward the death they once denied. When they finally succumb, Special Rules tab. For the first level-up, we will do this in
they can't be raised – and neither can anyone else, regardless of person.
whether they've ever received that miracle in the past. 9. Equip yourself! You either get what's listed in the class and
Temples and scholars of divine magic are at a loss to explain a background, or the maximum result possible with rolling,
curse that has affected the entire region, and possibly the entire determined by your class.
world. 10. Choose at least the broad strokes for a backup character. This
Will you be the ones to solve this crisis?
Or will you be yet more is a deadly adventure.
victims of it? 11. Send your character to me, along with the idea (or maybe even
a full sheet) for your backup character..
12. ...
13. Profit?
And that's it. You should now be ready. Are you really, though?
Guides
While you may think a guide is costly and not particularly useful,
they have the added benefit of knowing the jungle and how things
work in it. While a character's Survival modifier might be higher
than a guide's, having someone to answer your questions or
prevent you from making fatal mistakes could prove life-saving.
Navigation
You must designate a single navigator each day.
At the start of each new travel day, the DM makes a Wisdom
(Survival) check on behalf of the navigator.
Moving at a fast pace makes it harder to navigate, while moving
at a slow pace makes it easier. The faster you go, the more likely
you are to attract unwanted attention.
Resting
In a place that's crawling with lethal creatures and strange
phenomena, finding a secure camp site is vital to survival.
When sleeping in an area exposed to the jungle's elements,
characters don't regain hit points at the end of a long rest. Instead,
a character can spend Hit Dice to heal at the end of a long rest,
just as with a short rest. As stated, this rule does not apply if the
characters spend a long rest in a city, underground, or in a
relatively intact building.
This rule prolongs the amount of time that characters need to
recover from their wounds without the benefits of magical healing
and works well for grittier, more realistic campaigns. It is a more
relaxed version of Slow Natural Healing optional rule found in the
Dungeon Master's Guide, rewarding players for sleeping in
Welcome to Chult secure areas and is subject to change if the DM deems the game
A breeding ground for bloodsucking, disease-bearing insects, is too rough.
monstrous
reptiles, carnivorous birds and beasts of every variety,
and murderous undead. The farther one moves from the coast,
the more humid, hot, and inhospitable the land becomes.
With the exception of a few coastal settlements, Chult is
untamed tropical wilderness: dense jungles and snaky rivers
ringed by mountains, volcanoes, and sheer escarpments. Walls of
mountains to the west, south, and east shield the interior from the
sea and from the view of sailors. The rivers are so sluggish that it
can be difficult determining which direction is upstream and
which is down. The rivers pick up speed only where they thunder
down through steep-sided gorges.
Travel Distances
On your map of Chult, each hex measures 10 miles across. By
moving at a normal pace you can travel 1 hex per day on foot
through coastal, jungle, mountain, swamp, or wasteland terrain.
You can travel 2 hexes per day if you're traveling by canoe on a
river or lake. The rate of travel up or down river is the same; the
rivers are so sluggish that the current is almost imperceptible.
Without canoes, the normal rate of travel along a river is the same
as through the surrounding terrain. Canoes move 1 hex per day
through swamps.
If you move at a fast pace, there is a chance that you advance 1
additional hex that day. Moving at a fast pace makes you more
likely to miss clues and walk into ambushes.
If you set a slow pace, there is a chance that you advance 1
fewer hex that day (in other words, 1 hex by canoe or none by
foot). Moving at a slow pace lets you move stealthily. As long as
you're not in the open, you can try to surprise or sneak by other
creatures you encounter.
Tracking Resources Ammunition
You must keep track of your rations or food, along with your water You are not required to track ammo. Buy 100 at the start, and you
supply. You can select a single person to keep track of these for can make it last forever by picking up arrows/bolts and fixing
the party, pooling your water containers and rations together. those that have broken.
Weight
Water You are not required to track weight, within reason. Carrying a
Chult is a hot, harsh place, and you need plenty of water to stay dozen large items, such as two-handed weapons or armors, is not
hydrated. The water found in rivers and on the ground is probably reasonable. Gold weight will not matter, again within reason.
unfit for drinking.
At the end of each day, those of you who haven’t drunk at least 2 Foraging for Food and/or Water
gallons of fresh water must succeed on a Constitution saving
throw or suffer 1 level of exhaustion. The saving throw is made Characters can gather food and water as the party travels at a
with disadvantage if you are wearing medium armor, heavy armor, normal or slow pace. A foraging character makes a DC 15
or heavy clothing. Traveling at a fast pace instead of a normal or Wisdom (Survival) check to find food, whether in a river or on
slow pace, induces a penalty on your saving throws against land.
dehydration. If multiple characters forage, each character makes a separate
check. A foraging character finds nothing on a failed check. On a
Food successful check, roll 1d6 + the character's Wisdom modifier to
A character requires a single ration per day of adventuring, or 1 determine how much food (in pounds) the character finds, then
pound of food. repeat the roll for water (in gallons).
While the characters can forage to survive on the wilderness,
they also can hunt down and kill a beast to harvest the meat and Setting
use it as food. The meat they yield spoils after two days if uneaten. This is set in the Forgotten Realms, after the Spellplague. You
Eating spoiled meat might require a Constitution saving throw to don't need to know what that means, but if you want to pick a
avoid throwing up the food or getting diseased.
A character can make a Wisdom (Survival) check to try to home town you can choose one yourself, or you can search your
collect meat as food. The amount of meat harvested is determined race on the Forgotten Realms Wiki, the quick info on the right will
by the creature size, as shown in the creature food yield table tell you their homelands.
below. The starting city will be Mirabar, you can find a reason for you
Keep in mind that carrying a decent amount of food that isn't to be there, or not. If you choose not to, I will provide means for
rations might attract unwanted attention. you to gather with the rest of the party.
You can also decide you want to be a Chult local. In which case
Creature Food Yield by Size I can provide you with some information on Port Nyanzaru, and
Size Food Gained Size Food Gained maybe a few other bits of information. You will not have the same
level of knowledge as a guide would, as you are only level 2,
Tiny 1 lb. Large 32 lb. therefore would not have explored Chult very much, if at all.
Small 4 lb. Huge 64 lb.
Medium 16 lb. Gargantuan 128 lb. Gods
As this is set in the Forgotten Realms, I suggest that you please
Keep in mind not all creatures are safe to eat. limit yourself to the gods in the Player's Handbook in the
Forgotten Realms section. If you really want to use another god
you can, it would just make less sense.

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