Exploring & interacting with the environment When you are not in a fight the party is free to explore the world. Usually what happens is that the Dungeon Master (DM) describes the environment that you are in and any points of interest and then you can interact with your surroundings. Sometimes the DM asks for a “check” against one of your skills to see how the interaction goes. The DM picks a number for you to beat and you click on the skill to roll a dice and see if you beat it. Roll20 adds all the modifiers automatically to these checks. The skills are in the left column. Example 1: DM: You walk into a dank and dusty shed. It is filled with the usual bric-a-brac you would expect though an ornate metal box stands out and catches your eye. Player: I want to examine the box. DM: Roll investigation with a DC of 12 (the number to beat) Player: I get 15 DM: You recognise the engravings on the box, they belong to the Warlock’s Guild. Inside is a map showing the location of their hideout. Example 2: DM: There is a heavy bookcase against the wall. On the floor you notice scratch marks around the case. Roll Perception. Character Skills Player: 18. DM: The bookcase has been frequently moved. On closer inspection you notice a doorway behind the bookcase. Player: I want to move the bookcase. DM: It’s very heavy, give me an athletics check to see if you can move it. Player: I got an 8. DM: You struggle against the bookcase putting your full weight behind it but it doesn’t budge an inch. You might need to find something to use as a leaver or get some help. (For many checks two or more players can work together to accomplish something) Social Interaction If you meet a Non Player Character (NPC) you can interact with them in more ways than just straight up fighting. This is the Roleplaying part of D&D. The DM plays the part of the NPC and you play your character, describing how you approach them, how you act and what you say or do. Skill/Ability checks can play a part in this too. Example: DM: You walk into the tavern and notice that it is mostly empty. Two gnomes sit in the corner having a hushed conversation and a burly dwarven bartender stands behind the decrepit bar, seemingly polishing the dirt into it in a vague attempt to clean it. He wears a tattered waistcoat over a once white shirt and has a close cropped beard but wild moustache. Player: I walk up to the bar and knock on the bar top. “Get me an ale!” DM: The bartender looks up from his work and stares you down for just a moment before saying in a gruff voice. “Three copper”. Player: I toss a gold coin on the bar and say “Keep them coming, let me know when I’m out”. DM: The bartender picks up the gold coin and his face twists into a smile that’s not too far from a grimace. “Sure thing.” He turns around and begins pouring an ale. Player: While he’s pouring it I want to see if I overhear what the gnomes are talking about. DM: Give me a perception check to listen in. Player: 14. DM: You can’t hear much but you make out the name “Flamebeard” being said a couple of times. The bartender returns and hands you your ale. Player: I drain the cup and push it back to him and say “What can you tell me about Flamebeard?” DM: The bartender is visibly uncomfortable and grunts “Nothing”. Player: I hold up another gold coin and ask “Would this jog your memory?” DM: Roll Pursuasion: Player: 19. DM: The bartender leans in and grabs the coin. In a hushed voice he begins to tell you about Baron Flamebeard, a local lord with some seedy dealings going on at the docks. Combat This is the most complicated part but it will still become straightforward after a couple of rounds. It all begins with initiative which is the order of events. Everyone involved in the combat “Rolls initiative” to see where their turn falls. To roll initiative there are three steps: Your character should now Then click the word "Initiative" in the show up in the turn order. First, make sure your centre column of your character sheet. character is selected For each round of combat there are four things you are able to do (one of each). You have your Movement, Action, Bonus Action and Reaction. All of these things take place on your turn except your reaction which you can do at any time if you have an ability that can be used as a reaction. Remember, if you want to do something and aren’t sure how to achieve it ask the DM and they’ll say if it can be done, and how. Chances are it can! Action Your action is the big one. It is the main thing that you do in your turn. For your action you can pick one of the following: • Attack – Make an attack with your weapon. • Cast a Spell – (for magic casters) Use magic to hurt a foe or heal a friend. • Dash – Use your action to Move (below) twice instead of attacking. • Disengage – Move carefully by your foes so you can get by without taking an “opportunity attack”. (below) • Dodge – Make it harder for your enemy to hit you on their turn by focusing on defence instead of offence. • Help – Make it easier for a friend to perform a specific action on their next turn. • Hide – Make a stealth check to try and hide from your enemies if there is cover nearby. • Ready – Prepare an action to use when a specific trigger occurs. You say the trigger and what you will do. • Search – Make a perception check to look around the area for something. • Use an Object – Barricade a door, drink a health potion, stamp a form. If there’s an object, you can use it! Movement Your character can move their speed which is measured in feet. Your movement doesn’t have to be all in one go. You can move some of your speed, do something, and then move the rest of your speed. When moving your characters token if you press “Q” while dragging the token a ruler appears to show how far you’ve moved. Note you need to be moving the character before you press Q or it doesn’t appear. Bonus Action Some characters have bonus actions that let them do a little extra in a round. For instance, Kuolemaa has “Cunning Action” and “Fast Hands”. This allows them to Dash (move double their speed), Hide or Disengage or use an Object. These would each usually take your full action. Reaction Reactions are actions which can be taken at any time, even if it’s not your turn (though you only get one per round of combat). Once example of a reaction is an opportunity attack. If an enemy moves within 5 feet of you and then moves away you get an “opportunity attack”. You get to make a single melee attack against the enemy as they pass by you or run away. However if the enemy disengaged before moving you don’t get this attack. Kithri Tealeaf has a spell called shield that can be used as a reaction. It’s a useful spell that raises their Armour Class (AC, how hard you are to hit) by 5 points so an attack that should have hit them misses instead. Other things to know: Kuolemaa's Features Kithri Tealeaf's Features • Advantage: Advantage means you roll 2 dice and take the higher number, making you more likely to succeed. • Disadvantage: The opposite, you roll 2 dice and take the lower. • Armour Class or AC is how difficult it is to hit something or to get hit. When someone tries to make an attack first they roll to try and beat the AC then they roll damage. • Hit Points or HP is your creatures health. If it drops to zero you are knocked out. • You can talk in combat without using any of your actions and without it being your turn. Diplomacy might work too, sometimes. • Each round of combat (everyone takes one turn) lasts 6 seconds in the game world. • Make sure to look over your features (Right). There’s some great extra abilities in there. Click on the red title to show the full text of the ability. • Most spells have a cost. You spend a spell slot to cast a spell. When you’re out of spells slots for spells of that level you need to rest to get them back. • Critical Success is when a 20 is rolled on a D20. On Roll20 the number shows up in green. For attacks this doubles the dice rolled to calculate damage (The website takes care of this for you). • Critical Failure is when a 1 is rolled on a D20 (number shows up in red). This means the attack misses completely. Sometimes it can mean other bad things happen. Saving Throws • Saving throws. Like a skill check, a saving throw is for when the player is surprised or directly challenged by the world around it. It is above the skills list and you make the check the same way, by clicking on the attribute the DM asks for.