Before Your First Session:

1. Build your character!

Roll a character according to the D&D 5e Player’s Handbook or select one of our pre-made characters, ideal for new adventurers.

  • We use a 27 Point Buy system. You can easily assign your stats with this point buy calculator.
  • The following premades are available: Half-elf Cleric, Dragonborn Barbarian, Halfling Rogue, Tiefling Sorcerer, Dwarf Fighter, Gnome Wizard, Elven Bard

If you build your character in a character generator like Mythweavers, you need to manually add it to the Character Sheets on Roll20.

  • Available Character Sheets are in your Journal tab on Roll20 at the bottom, called BLANK CHARACTER
  • When using the Roll20 Character Sheets, note the following specifics:
    • The “Bonus” boxes are almost always reserved for bonuses due to magical weapons or armor. Your bonuses should be automatically calculated based on your character attributes.
    • Setting up weapons is easy! Your damage die and your crit dmg will be identical (if your damage die is d8, your crit dmg will also be d8). Set your damage type to either piercing/slashing/bludgeoning as the case may be. Your attack stat is Strength for melee weapons, Dexterity for ranged weapons, Finesse for weapons with the finesse property, and Strength for Melee weapons that are thrown (like hand axes).

Complete Roll20 newbies: check out our guide on setting up a character sheet in Roll20.

2. Sign up on the Signup Sheet!

Midweek we post in Discord that we are taking signups. If you sign up for a session, you are expected to attend that session. Failure to attend will result in an AP fine of 10 AP.

3. Check your supplies!

Provisions as listed in the PHB are free, but you must remember to add them before you start your adventure. Be aware that we use encumbrance rules, so only bring what you can feasibly carry!

4. Know what to expect

You can get a sense of how Hall of Heroes works by watching some YouTube videos of the campaign or by logging onto Twitch while another session is running.


During Your First Session:

There are three things to do in D&D. Here they are:

1. Exploration

Each party leaving Phandalin designates a navigatorscoutlorekeeper, and treasurekeeper.

  • The navigator’s job is to determine which direction the party moves on the overworld map. The check to determine if you’re successful is Survival. To navigate, click on the party token and click the “Navigation” button at the top of the screen.
  • The scout’s job is to gain an advantage against any potential threats you may encounter. The check to determine if you’re successful is Perception, to avoid ambushes, and Stealth, to set up ambushes yourself.
  • The lorekeeper takes notes during campaigns of NPCs, areas, specific locations, and tidbits of lore. He or she should probably upload this information to the wiki during the campaign.
  • The treasurekeeper maintains an accurate log of the treasure and experience accumulated during the expedition. Treasure is split between all adventurers making it back to town. Experience is split between all adventurers and NPCs who started the fight.

 2. Combat

Teamwork is crucial to a successful adventure. If party members are knocked unconscious or die, your chances of completing the adventure get much more difficult.

A party that works together consists of a tank, usually a high-AC party member like a cleric, fighter, or paladin, on the front lines, healer, like a cleric or bard in the middle or back, and damage dealers, like barbarians, casters, or rogues.

  • The tank’s job is positioning. Finding choke points, keeping a buffer between the party and the incoming attacks, and cutting down enemies with powerful attacks.
  • The healer’s job is buffing and debuffing the battlefield, keeping your party alive, controlling the fight, and protecting the flanks (particularly for high AC healers like clerics, but bards do OK here as well.)
  • The damage dealers’ jobs are simple — alpha strikes. Remove as many of the most dangerous enemies from the battlefield as possible…ideally, before they get a turn.

For what it’s worth, new players often find that a tank character is the easiest transition to D&D, where one throw of the dice probably won’t bring outright death to your character if you misstep.

3. Roleplay

Roleplay is encouraged! Two caveats to this though: every character MUST be of a Neutral/Good alignment, and every character MUST be a hero. That’s just the kind of game we run here — don’t murderhobo friendly farmers, rip off your friends, or sacrifice your party to save yourself. Beyond that, play your character however you want, both in and out of combat.

After Your First Session:

  • Update the wiki to add any lore not already included.
  • Watch other sessions from the week on Twitch or YouTube
  • If your character has enough experience to level up, do so before the start of your next session.
  • Figure out how to spend your Downtime Action. Each returning character gets 1. You can use it to gain levels, build strongholds, or gain faction renown.

Cliff Notes

  • Blank character sheets are already in Roll20
  • Use a 27 point buy
  • Don’t roll for gold — take what your background gives you
  • Test that your rolls work and are accurate
  • Find and upload an avatar
  • Be on 30 minutes early for character approval if you’re new to D&D, 15 minutes early if you’re new to Phandalin or if you’re a returning player.

Meta/Homebrew Rules:

We don’t use alignments. Everyone is assumed to be somewhere between true neutral and lawful good — brave heroes, each and every one. You are welcome to declare an alignment, or even roll a chaotic character, but actions crossing some imaginary line will be dealt with by the Gods and could result in inspiration being applied to your enemies.

The party is awarded experience points for encounters. An encounter is defined as any time the players meet a foe, trap, or otherwise potentially-harmful experience. You are awarded this experience whether you kill, disable, or avoid the encounter entirely (but you must know that it’s there; if you never encounter it, it doesn’t count). This experience is split evenly between party members that are present at the encounter. When you reach appropriate levels of experience, you can level up. You will only level up between sessions.

Characters who receive twice their maximum HP in damage received in a single round of combat die outright, as do characters who fail to stabilize themselves or be stabilized after failing three death throws. The only resurrection services available are provided by players.

You can only sleep in light armor. Studded leather pajamas are OK.