3 Tarsakh 1492 – The barricaded door became the subject of much discussion among my companions, as they pondered what the hasty fortification might portend. Some wondered if perhaps the duergar and his tattooed ally had trapped something or someone inside the room beyond and were preventing its escape—we hadn’t yet found Floon, after all—while others argued that the door might lead deeper into the sewers and was preventing something else from getting in. Clearly still star-struck by the astonishingly stout halfling, Pop lamented Patty’s abrupt departure from our company, as she’d proven herself more than a match for another stubborn door this night.

3 Tarsakh 1492, Waterdeep – Satisfied we’d gotten all we needed to from the kenku, we used some of the pieces of rope lying around in the warehouse to securely tie the creature to one of the posts supporting the warehouse’s upper level, though it was hardly in any shape to do more than squawk in protest. As the adrenaline began to subside, we assessed our wounds, and it turned out that only Casi and Thava had emerged from the fight unscathed. Renaer Neverember ventured out further into the room, moving slowly in a manner I at first thought was due to injury or his previously cramped confinement, but I soon realized was because he could barely see: my companions and I were all gifted with darkvision, but Renaer was a human and lacked that capability.

3 Tarsakh 1492, Waterdeep – Now that we had an agreement with the (in)famous Volothamp Geddarm to locate and rescue his missing friend, we were ready to head out on our first adventure together save for one small detail: despite being the only native of Waterdeep in our band, I was far from an expert on the city’s less-reputable watering holes, and simply knowing the tavern we sought was in the Docks Ward wasn’t much to go on. Fortunately, the directions Volo gave were simple: between Net Street and Fillet Lane. Though I didn’t know the area well, I grew up only a few streets from the Yawning Portal, and knew well enough where those two streets were, and more importantly, where they drew close enough together that a fellow Waterdhavian would give such a direction as it being “between” the two streets: the Way of the Dragon, one of the widest and most-traveled streets in all the city.

Tactical Movement When moving diagonally, the first diagonal move in a turn is treated as a 5-foot distance, then the second is treated as 10 feet. The third diagonal move in that same turn is then 5 feet, the 4th is 10 feet, and so on. To save on awkward calculation for fractions of grids, moving through difficult terrain, stealthy movement, swimming, climbing, or crawling are movements made at half-speed. If a creature has a climb or swim speed, their normal movement speed applies unless other difficult conditions—treacherous rocks or strong currents, for example—apply. A creature without a climb speed attempting to climb difficult terrain has their movement speed reduced by half again. A creature cannot move into a space if it does not have sufficient movement remaining. A tabaxi who climbs a normal tree can easily climb 30 ft in a round and still take an action, as their heritage grants a climb speed of 30 ft. A human climbing that same tree can move at only half-speed, so could climb only 15 ft in a round while also taking an action. That same tabaxi might have a much harder time climbing a sheer cliff with few natural handholds,

Reactionary Players can use their reaction only when it is not their turn; the trigger for their reaction must occur during someone else’s turn (including at the beginning of it). For example, a spellsword uses her bonus action to drink a potion of healing, then her action to make a melee on an enemy fighter while they both stand on a high bridge. The fighter uses his reaction to shove the spellsword off the bridge. Since the spellsword has already used her bonus action in her turn, she can’t cast feather fall as a bonus action. However, at the start of the next character’s turn, the spellsword could then use her reaction to cast feather fall well before hitting the ground. Conversely, if the spellsword used her action to cast a fireball against a group of targets but an enemy wizard used his reaction to counterspell her fireball , the spellsword would not be able to use her reaction to counterspell the counterspell, as his counterspell occurred during her turn and she cannot take a reaction until it is no longer her turn (by which point the fireball has already been successfully countered.) Added to House Rules 18 Feb 2024; updated