We use three colors of poker chip to mange inspiration.
- Blue Chip
At the start of every session each player is awarded on blue chip. Players may trade in they’re blue chip to award a white chip to another player. Blue chips do not carry over—use it or lose it.
- White Chip
White chips represent inspiration. They can be spent to grant advantage on any d20 roll. The chip must be spent prior to the die being cast. White chips carry over from session to session.
- Red Chip
Red chips are earned at the start of a session if they contribute to the game since the last session. Red chips can be spent to grant a re-roll of any attack, attribute, or saving throw roll. Red chips do not carry over from session to session.
Most items from the Unearthed Arcana are available although seek DM’s approval before using.
This is a slight modification from the travel section of the Player’s Handbook (page 182).
|25 ft||Fast||333.3 feet||3.8 miles||30.3 miles|
|Normal||250.0 feet||2.8 miles||22.7 miles|
|Slow||166.7 feet||1.9 miles||15.2 miles|
|30 ft||Fast||400.0 feet||4.5 miles||36.4 miles|
|Normal||300.0 feet||3.4 miles||27.3 miles|
|Slow||200.0 feet||2.3 miles||18.2 miles|
|40 ft||Fast||533.3 feet||6.1 miles||48.5 miles|
|Normal||400.0 feet||4.5 miles||36.4 miles|
|Slow||266.7 feet||3.0 miles||24.2 miles|
|60 ft||Fast||800.0 feet||9.1 miles||72.7 miles|
|Normal||600.0 feet||6.8 miles||54.5 miles|
|Slow||400.0 feet||4.5 miles||36.4 miles|
These numbers are assuming open terrain: roads, open plains, etc. Travel on rough terrain (light wood, slight incline, etc) is at 3/4 the listed speed. On difficult terrain (dense forest, swamp, steep incline, etc) travel is at 1/2 speed. Treacherous terrain (deep swamp, craggy incline, etc) travel is at 1/4 speed.
Player Character Death
At times characters perish. When this happens the player has the option of creating a new character at the appropriate level or ask for a miracle to preserve the life of their current character. Miracles don’t come cheap and a price must be paid, usually in the form of a character disability so something else acceptable to the DM.
This supersedes the similar table on page 123 of the Player’s Handbook.
|Common||Eastlander, Westlander||Olyrian||Spoken by humans and many others.|
|Dwarvish||Dundaaric||Hill Runes / Mountain Runes||Spoken by dwarves. There are two written forms of Dwarvish.|
|Elvish||Sylassian||Spoken by elves|
|Giant||Mountain Runes||Spoken by giants and ogres|
|Gnomish||Hill Runes||Spoken by gnomes|
|Goblin||Many, usually tribal||Hill Runes||Spoken by goblinoids|
|Halfling||Olyrian||Spoken by halflings|
|Orc||Many, usually tribal||Hill Runes||Spoken by orcs|
|Abyssal||Scratch||Spoken by demons|
|Celestial||Angelic||Spoken by celestials|
|Draconic||Among dragons each color has its own dialect, other speakers usually have regional dialects||Dragon Script||Spoken by dragons and dragonborn|
|Deep Speech||None||None||Spoken by mindflayers and beholders, deep speech has no known dialects or written form.|
|Infernal||Scratch||Spoken by devils|
|Primordial||Auran, Aquan, Ignan, Terran||Mountain Runes||Spoken by elements|
|Sylvan||Dayward, Twilight, Duskward||Sylassian||Spoken by creatures from the Fey|
|Undercommon||Sylassian||Spoken in the Underdark|