Welcome to the recap of our recent D&D session zero for “Trouble in Waterdeep”! This episode covers all the behind-the-scenes action as we got ready for our adventure.
First up was character creation, which wasn't without its hiccups. We had browser compatibility issues with Firefox causing problems with character sheets, so a switch to Brave was recommended. We got a sneak peek at some interesting character concepts, including a homebrew “Pedal Knight,” a “tanky cleric” with a homebrew “battle domain” (designed for 2014 rules!), a “cheeky, sneaky” kobold rogue possibly multiclassing into warlock, and another warlock character. There was even some lighthearted talk about character heights. We also discussed using a “five stat block importer” module in Foundry to help with character creation from text.
A good chunk of the session was spent getting everyone comfortable with Foundry VTT. We covered basic navigation, managing character sheets (fixing HP displays and blue tints!), setting up tokens and portraits (with some initial permission issues), understanding combat mechanics like initiative and the combat tracker, audio controls for music and sound effects, and map interaction including weather effects and light sources.
We also laid the groundwork for the campaign itself. The adventure kicks off in Waterdeep, with our characters starting out looking to make their way in the city and staying in the same tavern. We'll be using a mix of the 2014 and 2024 D&D rules, and we touched on some specific rule differences, like cleric domains, opportunity attacks, and grappling. We decided to use the 2024 cumulative negative modifier system for exhaustion and confirmed we'll be using flanking rules in combat. The concept of camp supplies for tracking food and water and their impact on long rests and exhaustion was introduced.
Finally, we covered some important housekeeping items. The GM introduced safety tools like a pause button, raise hand, and fast forward to ensure a comfortable gaming experience. The rules for gaining and using inspiration were explained, noting that 2024 humans get inspiration after a long rest. Players were asked to create backstories focused on making money in Waterdeep, keeping them to about a page. The “Pointer Ping” Foundry module was recommended for easier map communication. We even had a brief discussion about potential adjustments to the warlock's spell slot progression due to the possibility of fewer short rests.
Overall, it was a productive session zero, setting us up nicely for some exciting adventures in Waterdeep! Stay tuned for our first gameplay session!