The Roll of Years

LCR

Lathen City Reckoning

 

GR

Galdin Reckoning

LCR + 10,276

 

OIF

Ossray Imperial Founding

LCR + 870

 

ATD

Age of the Twelfth Dynasty

LCR -490

 

Year

LCR

GR

OIF

ATD

Historical Events

 

 

-20,000

 

 

Sylvan elves exodus to the Silvenwood Forest by ship from the west.

 

 

-10,000

 

 

Wood elves migrate east from the Silvenwood to the forests of Duthmil.

 

 

0

 

 

Gal-din founded by sun elves from Evermeet.

 

 

800

 

 

Der-thillion and the Ranger Knights founded after a red dragon led hobgoblin invasion of the south SilvenWood

 

 

3,000

 

 

Duthmil is lost and many surviving elves migrate back to the Silvenwood or further north and east to found Goldentower and become the first Snow elves.

 

 

8,700

 

 

The Battle of One Thousand Arrows.

 

-612

 

 

 

The sage Elyas builds his tower in the shadow of the Snowflake Mountains.

 

-358

9,918

512

-848

Tyrloss ‘The Crimson’ founds Vesk on the eastern banks of the Hoarwater.

 

-138

10,138

732

-628

Veskan becomes First Magioarch of Vesk.

Year of Completion

1

10,277

871

-489

Completion of the Library of Northern Magic in Larrtheen (now called Lathen).

Year of Marauding Orcs

83

10,359

953

-470

The Green Knight, a Ranger Knight of Derthillion leads an army of elves and humans to victory against the orc tribes of the Snowflake mountains.

Year of the Flowering Oak

160

10,436

1,030

-330

The Ranger Knights of Derthillion accept half-elves and humans into their ranks.

Year of the Falling Star

182

10,458

1,052

-308

Fraulk becomes Second Magioarch of Vesk.

Year of the Ruby

200

 

 

 

 

Year of the Stunted Oak

262

 

 

 

The Crimson Desert expands significantly over the next ten years.

Year of the Crimson Dawn

317

 

 

 

 

Year of the Killing Spell

333

 

 

 

 

Year of the Red Moon

358

10,634

1,228

-132

Destruction of the North Plains Castle by giant and ettin horde.

Year of the Foolish Son

367

10,643

1,237

-123

Dwarves of Darig-Bellenor march upon the SilvenWood.

Year of Warring Friends

368

10,644

1,238

-122

Start of the Dwarfstone War.

Year of the Raging River

372

10,648

1,242

-118

The Taming of Vesk.

Year of the Three

400

 

 

 

Start of the Golden Decades – The elves of the Silvenwood, dwarves of Darig-Bellenor and humans of the Shires and Guenyvrr trade and share knowledge.

Year of the Mason

402

 

 

 

Work begins on the construction of Tarengore and Darengore.

Year of the Misty Moon

420

10,696

1,290

-70

The sage Elyas defeats a coven of three powerful witches but loses his life when they call down a mountain of rock to destroy his tower. The local elves spend the next ten years building the Grey Mountain Retreat monastery on the site.

Year of Pennants

422

10,698

1,292

-68

A community of elves from the Forrelwood and humans found what would later grow to become the city of Selenica.

Year of the Portal Road

425

 

 

 

Tarengore is completed and high elven mages create the portal to Darengore opening trade to Raielôth.

Year of the Rune Arch

452

10,728

1,322

-38

Founding of Battle-axe Hall by dwarven explorers from Darig-Bellenor.

Year of the Yellow Canary

490

10,766

1,360

0

The twelfth dynasty of Chintai is established under the rule of Emperor Lu-Chen.

Year of Granite Arches

501

 

 

 

The Empire of Ossray defeats the Red Crusade

Year of the First Archon

503

 

 

 

Aladorn is founded from the failing remains of the corrupt Kingdom of the East

Year of Black Steel

574

 

 

 

Aladori explorers settle Elsir Vale and establish the Dawn Way overland trade route to Ossray and the far west.

Year of the Falling Star

612

 

 

 

The Exile of Souls leads to the formation of the Banaer-Belgarin.

Year of the Helm

631

 

 

 

 

Year of Sapphires

655

 

 

 

 

Year of Lurid Skies

660

10,936

1,530

170

Founding of the Kingdom of Allaya.

Year of the First Shield

708

 

 

 

Hill dwarf kingdom of Kronomar slides into decline with the worship of the dark smith.

Year of Marching Dwarves

768

11,044

1,638

278

Belzoun orcs destroy dwarf holds the length of the Blackpeak Mountains.

Year of the Glimmer

773

11,049

1,643

283

The dwarven smith Durgeddin the Black builds the stronghold of Krundrukar under the Stone Tooth in Eastern Elsir Vale.

Year of Black Horns

788

 

 

 

The hill dwarf kingdom of Kronomar splutters and dies.

Year of Magpie

789

 

 

 

Refugees from Kronomar found Renguard, many others migrate to Dunhaven.

Year of Azure Skies

840

11,116

1,710

350

The Grey King appears and begins to unite the Belzoun orcs of the Blackpeak Mountains.

Year of Calm Seas

847

11,123

1,717

357

The hero Kassen enters service with the Dennovar military.

Year of Marching Bones

848

11,124

1,718

358

The Grey King’s army of orcs and undead invade Elsir Vale.

Year of Whispers End

855

11,131

1,725

365

The Grey King is destroyed ending a seven year long war in Elsir Vale.

Year of the Red Moon

858

11,134

1,728

368

Sacking of the North Plains castle in Wainrath and destruction of the lich Gavlin

Year of the Broken Tankard

865

11,141

1,735

375

The hero Kassen dies defending his town against a former adventuring companion.

Year of the Scale

876

 

 

 

King Losa III of Trelland dies and the country descends into a bitter civil war.

Year of the Blood War

891

 

 

 

The Kingdom of Trelland is destroyed by demons and devils.

Year of the Destined Recruit

901

 

 

 

 

Year of the Fallen Skies

913

 

 

 

 

Year of the Four Feasts

915

 

 

 

 

Year of the Ambitious Scholar

925

 

 

 

 

Year of Brave Men

936

 

 

 

 

Year of the Tattered Banner

947

 

 

 

Khorvok declared the first Khan of the Bone Marches.

Year of Open Portals

951

 

 

 

The Grand Horde of the Bone Marches capture Darengore and open the ancient portals to Tarengore.

Year of the Cerulean Sky

953

11,229

1,823

463

The Tarengore campaigns – Derthillion and Gwenyvrr come to the aid of Denlin.

Year of Crying Hammers

972

11,248

1,842

482

Belzoun orcs sack the dwarven stronghold of Krundrukar.

 

 

 

 

 

 

Year of Arrows

1,000

 

 

 

The Commonwealth of Aladorn is at its zenith.

Year of the Crow

1,001

 

 

 

The First Siege of Tarengore ends in the closing of the elf portal to Darengore after Aladorn sends a huge expeditionary force at the request of Derthillion, the Silvenwood and Gwenyvrr

Year of Salt

1,006

 

 

 

Longaria is granted independence from Aladorn.

Year of the Apprentice

1,013

 

 

 

Christina Avamore defeats the blue dragon Litannis.

Year of the High Lady

1,053

 

 

 

Avamore in founded north of the Makras Mountains.

Year of the Armada

1,066

 

 

 

 

Year of the Infernal Sign

1,087

 

 

 

Duke Lucrane Tarthorn declares himself King of Longaria.

Year of Emeralds

1,101

 

 

 

The Empire of Ossray collapses.

Year of Spilled Ink

1,113

 

 

 

The Second Siege of Tarengore.

Year of Scrolls

1,165

 

 

 

Vellendor is granted independence from Aladorn.

Year of the Butterfly Wind

1,182

11,458

2,052

692

Clan Glintshield open the way for Dennovar nobles to settle the Vaslov Baronies.

Year of the Blood River

1,188

 

 

 

Yelland succeeds from Vellendor.

Year of the Silver Anchor

1,194

11,470

2,064

704

King Jaros Killion founds the Principality of Denlin.

Year of Crowns

1,199

11,475

2,069

709

 

Year of Trumpets

1,201

11,477

2,071

711

 

Year of Burning Blood

1,207

11,483

2,077

717

 

Year of Raining Arrows

1,219

11,495

2,089

729

The Valslov Baronies are abandoned after sustained orcish attacks by the Belzoun tribes

Year of Herald’s

1,220

11,496

2,090

730

The Belzoun orcs overrun Stonefang Pass.

The village of Nulb is first settled and work begins on the subterranean levels of the first Temple of Elemental Evil.

Year of the Crimson Sun

1,223

11,499

2,093

733

Orc invasion of northern Waylan by Dark Cut tribes.

Year of the Radiant Sword

1,224

 

 

 

Goblinblood war in the Kron hills region

Year of Violet Clouds

1,227

 

 

 

 

Year of the Rising Tide

1,229

11,505

2,099

739

The Third Siege of Tarengore ends in disaster for the forces of Gwenyvrr and Derthillion.

Year of the Lost Oarsman

1,230

 

 

 

 

Year of the Cobalt Summit

1,232

 

 

 

 

Year of the Autumn Tides

1,234

 

 

 

 

Year of Fallen Kings

1,335

 

 

 

 

Year of the Sanguine Flame

1,236

 

 

 

 

Year of the Unseen Path

1,237

 

 

 

 

Year of the White Sky

1,238

11,514

2,108

748

Winter: Heavy snows across the North. Villages of the Kron Hills and Whitefire River raided for slaves to finish constructing the Temple of Elemental Evil.

Humanoids and mercenaries ravage the villages of the Kron valley killing and abducting people into slavery to finish building the Temple of Elemental Evil near Nulb.

Year of the Red River

1,239

11,515

2,109

749

Spring: Battle of Emridy Meadows south of Selenica.

Elemental fueled weather rages across the Kron Hills and the Vale of Selenica.

Sacking of the first Temple and destruction of the moat house near Hommlet.

Year of the Tall Tree

1,240

11,516

2,110

750

 

Year of the Three King’s

1,241

11,517

2,111

751

 

Year of Ochre Silk

1,242

11,518

2,112

752

 

Year of Grey Clouds

1,243

11,519

2,113

753

Prince Thrommel IV reported missing and presumed killed by vengeful cultists for his part in destroying the First Temple of Elemental Evil.

King Tor Vendarren of Allaya dies of natural causes.

Year of Tall Pines

1,244

11,520

2,114

754

 

Year of Bitter Faces

1,245

11,521

2,115

755

The Gray King rises from the dead and begins planning his revenge

Year of Shaking Hills

1,246

11,522

2,116

756

Three orog warriors, pawns of the Gray King emerge from the underdark and set about uniting the Belzoun orc tribes

Year of Steel Feathers

1,247

11,523

2,117

757

Duke Heinrick Tolson seizes the capitol of Skolland plunging the country into civil war.

Year of Slain Kings

1,248

11,524

2,118

758

Destruction of the Blacknors Bluff college of magic in TowerDale accompanied by the disappearance of Sullen Longarrow.

The Slaying of the Twelve Princes.

Year of the Fallen Oak

1,249

11,525

2,119

759

 Shadows of the Snowflakes Campaign Starts

Year of the Grumbling Earth

1,250

11,526

2,120

760

Allaya and Derthillion reopen the trade road which runs through Wyrmwood Valley.

Evil Fey invade the south Silvenwood and south Allaya from the Feywild.

Shadows of the Snowflakes Campaign Starts

Year of the Jeweled Scarab

1,251

11,527

2,121

761

 

Year of Jade

1,252

11,528

2,122

762

Belzoun orcs begin raiding settlements the length of the Blackpeak Mountains

Echoes of the Past Campaign Starts

Year of the Crystal

1,253

11,529

2,123

763

The Gray King is destroyed in his lair at Umbercastle. The Belzoun orc tribes turn on themselves ending the threat to Dennovar.

Echoes of the Past Campaign Ends 

Year of Purple Cloaks

1,254

11,530

2,124

764

 

Year of the Icy Wind

1,255

11,531

2,125

765

 

Year of the Hollow Volcano

1,261

11,537

2,131

771

 

 

 

 

 

 

 

Dragonborn

Dragonborn are a mysterious race who claim descent from mighty dragons. These steadfast people live in nomadic clans, selling their services as mercenaries or adventurers in a desperate attempt to reclaim their ancient glory.

Dragonborn are robust humanoids who stand half a head taller than most humans and weigh at least 300 pounds. They resemble their draconic ancestors, with horned snouts, frills above their ears, and small claws on their hands and feet, though they have no tails. A few “pure-blooded” dragonborn have scales that clearly match the color of one particular dragon breed or another, though generations of interbreeding have left most dragonborn with dull rust-brown, gray, or ocher scales with only subtle spots or other patterns indicating their draconic heritage. Male dragonborn have slightly more pronounced horns and frills, but otherwise the sexes are indistinguishable.

The clan is vital to dragonborn life, and most dragonborn can trace their ancestry back centuries. Most members of a clan have the same draconic heritage, though children hatched with a different affinity than their parents are not uncommon or cause for concern except in the most pure-blooded clans. Self-sufficiency, honor, and self-improvement are valued above all else by dragonborn clans, traits that are often perceived as arrogance by other races. Most dragonborn are highly lawful and worship an aspect of Bahamut, though some evil clans who embrace the heritage of chromatic dragon’s worship Tiamat.

Dragonborn are not common in the North Kingdoms. Clans of dragonborn can be found on Raielôth, and northern Lurasia. Solitary individuals or small groups who travel to the North Kingdom’s are often mistaken for lizardfolk.

Dragonborn

 
Hit Points

8

Size

Medium

Speed

25 feet

Ability Boosts

Strength
Charisma
Free

Ability Flaw

Dexterity

Languages

Common
Draconic
Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Celestial, Dwarven, Elven, Giant, Infernal, and Orc, and any other languages to which you have access (such as the languages prevalent in your region).

Traits

Dragon
Humanoid

Vision

Darkvision

 

Dragonborn Heritages

Chromatic Dragonborn

You are descended from chromatic dragons. Choose one type of dragon from the table below. You have a breath weapon of the energy type and shape listed.

In addition you gain the trained proficiency rank in Intimidation. If you would otherwise gain Intimidation from another source you gain the trained proficiency rank in deception.

Dragon Type

Damage Type

Breath Weapon

Black

Acid

20-ft. line

Blue

Electricity

20-ft. line

Green

Acid

15-ft. cone

Red

Fire

15-ft. cone

White

Cold

15-ft. cone

Metallic Dragonborn

You are descended from metallic dragons. Choose one type of dragon from the table below. You have a breath weapon of the energy type and shape listed.

In addition you gain the trained proficiency rank in Diplomacy. If you would otherwise gain Diplomacy from another source you gain the trained proficiency rank in society.

Dragon Type

Damage Type

Breath Weapon

Brass

Fire

20-ft. line

Bronze

Electricity

20-ft. line

Copper

Acid

20-ft. line

Gold

Fire

15-ft. cone

Silver

Cold

15-ft. cone

Breath Weapon    >>

Dragonborn

Once per day, you can make a breath weapon attack that deals 2d6 points of damage. The type of damage dealt and the breath weapon’s area depend on your dragonborn’s draconic ancestry. All creatures within the affected area must make a basic Reflex saving throw against the dragonborn’s class DC taking no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure.

Ancestry Feats

Dragon Lore        FEAT 1

Dragonborn

You’ve studied dragons, learning about their magic, and how they have shaped history. You gain the trained proficiency rank in Arcana and Diplomacy. If you would

automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Dragon Lore.

Draconic Claw        FEAT 1

Dragonborn

You are skilled at unarmed combat and have vicious claws. These are agile finesse

unarmed attacks that deal 1d6 slashing damage.

Draconic Persuasion        FEAT 1

Dragonborn

Your ancestors are known for being sly, silver tounged tricksters. You get a +2 status bonus on all lie deception skill checks, make an impression diplomacy skill checks, and coerce intimidation skill checks.

Draconic Toughness        FEAT 1

Dragonborn

You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

Dragon Tail        FEAT 1

Dragonborn

You have a muscular draconic tail which you can use to hit targets close to you. This is an agile

unarmed attack that deal 1d6 bludgeoning damage with the trip weapon trait

Energy Resistance          FEAT 1

Dragonborn

You gain resistance 5 to the same type of energy of your breath weapon as determined by your draconic ancestry.

Draconic Legacy        FEAT 5

Dragonborn

Your connection to your draconic forebears grants you an arcane innate spell. Choose one cantrip from the arcane spell list (page 307). You can cast this spell as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Draconic Scales        FEAT 5

Dragonborn

Your scales have hardened and become tempered with age. You gain a +1 status bonus to AC.

Extraordinary Trapsmith        FEAT 5

Dragonborn

You are a budding engineer and have studied the lairs of famous and powerful dragons. You become trained in Crafting skill and gain the Snare Crafting feat. If you already have or gain the Crafting skill from another source you get a +2 status bonus on all Crafting skill checks to craft snares.

Greater Dragons Breath        FEAT 5

Dragonborn

The damage of your dragonborn breath weapon increases by 2d6.

Double Breath        FEAT 9

Dragonborn

You can use your dragonborn breath weapon one addition time per day.

Draconic Presence        FEAT 9

Dragonborn

You roar, growl and glare at your foes. Your frightening visage causes all creatures five or more levels lower than you and within 20′ to become Demoralize.

Dragon Blood        FEAT 9

Dragonborn

You draconic blood makes you resistant to intimidation and magical fear effects. You are immune to dragons Frightful Presence and provides a +4 status bonus to all saving throws against spells and effects with the fear trait.

Dragon Breath Hazard        FEAT 13

Dragonborn

You have learned to use your breath weapon to lay down a hazardous patch of persistent dragon breath. When you use your breath weapon you can choose to make it persistent and last up to level in rounds. You must choose the duration when you breath. Creatures who stand or passthrough the hazard take damage equal to your normal breath weapon and subject to the usual saving throw.

Hurl Breath        FEAT 13

Dragonborn

You have learned to control your breath weapon and are able to throw it up to 60′ where it bursts in a 20′ radius sphere.

 

Goliath

Goliaths are large, rugged humanoids that inhabit the tallest, most inhospitable mountain ranges, higher than even most dwarves find tolerable. These daring nomads follow herds of wild sheep and other game up and down the mountain slopes, fearlessly braving cliffs and ledges to survive.

Standing 6 ½ to 7 ½ feet tall, goliaths are large, muscular people with pale gray skin covered in darker patterns and dotted with bony growths called lithoderms. Goliath women typically have long black hair, while male goliaths are usually hairless. Goliaths take pride in their body markings, and prefer light clothing that shows off as much skin as possible. Although they are a spartan people, many goliaths wear jewelry such as ear, nose, or brow rings.

Goliaths push themselves to the point of foolhardiness, competing against their clanmates and their own past achievements. Competition is the heart of goliath culture, ranging from friendly games like races and tug-of-war to deadly serious attempts to prove themselves best at combat. Just as important is the concept of a level playing ground, and goliaths look down on other races’ kings and lords who hoard wealth without having earned it. Goliaths who cannot or will not push themselves this way are seen as lazy and useless and face exile. A few such exiles become adventurers; most die in the wild. Few goliaths reach old age. Goliaths can be found in mountain ranges throughout Enderrin’s northern hemisphere, from Nord to Hendar to Chin, but their homeland is thought to be the Mountains and Tundra north of Lake Daasa between the North Kingdoms and the artic. This forbidding range is home to the only known goliath city in the world: Grol-Tan, in the Furgarth Valley. This sprawling tent city’s population fluctuates constantly as nomadic goliath clans come and go, trading dwarven or giant crafted goods and engaging in every conceivable sport and game.

Goliath

 
Hit Points

10

Size

Medium

Speed

30 feet

Ability Boosts

Strength
Constitution
Free

Ability Flaw

Dexterity

Languages

Common
Gol-Kaa
Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Aklo, Dwarven, Giant, Orc, Sylvan, Terran, and any other languages to which you have access (such as the languages prevalent in your region).

Traits

Goliath
Humanoid

Vision

Normal

Goliath Heritages

Mountain Goliath

Your ancestors lived and hunted in the high foothills and mountain passes. They lived a nomadic lifestyle regularly moving their home across the rugged landscape. You are immune to altitude sickness. In addition increase your maximum and encumbered Bulk limits by 2.

Ancestry Feats

Athletic          FEAT 1

Goliath

Competition and athletic prowess are at the core of goliath society. You gain the trained proficiency rank in Athletics. If you would automatically become trained in Athletics (from your background or class, for example), you instead become trained in a Constitution, Dexterity or Strength skill of your choice.

Insightful          FEAT 1

Goliath

Cautious and wary of strangers goliaths learn to study outlanders. Goliaths augment their verbal communication and storytelling with subtle body language and look for it in others. Goliaths receive a +2 racial bonus on Sense Motive checks.

In addition you gain the trained proficiency rank in Deception, Diplomacy or Performance. You also become trained in Goliath Lore.

Mountaineer          FEAT 1

Goliath

Your innate connection to the hills and mountains makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.

Stone’s Endurance          FEAT 1

Goliath

Trigger You take damage

You have a remarkable ability to shrug off injury. Once per day as a reaction, when you take damage,  roll 1d12 + your Constitution modifier, and reduce the damage by that total.

Heavy Lithoderms          FEAT 5

Goliath

You have developed stony growths on your skin that afford you protection against attacks. You gain a +1 status bonus to AC.

Steady Mountaineer          FEAT 5

Goliath

Prerequisites Training in Athletics.

You are so good at climbing cliffs and leaping across crevasses that distractions don’t affect you. You can voluntarily spend three actions when attempting a Climb, High Jump or Long Jump Athletics skill check to gain a +10 circumstance bonus to that check.

Titan Fighting           FEAT 5

Goliath

Prerequisites Trained in Athletics and Acrobatics

You have been trained to fight larger creatures, and you are adept at dodging their attacks. You gain the Titan Wrestler feat. In addition when fighting against a large or larger creature, you gain a +2 status bonus to Reflex saving throws.

Auspicious Marking of the Mystic          FEAT 9

Goliath

Restriction You can only take one Auspicious Marking feat.

Frequency Twice per day.

Your skin patterns indicate that fate has marked you for greatness, and the patterns shift slowly to take new forms. Your skin markings shift into a pattern that denotes you as having strong magical talent. Roll a second d20 when attempting a spell attack roll and use either of the two results.

Auspicious Marking of the Maker          FEAT 9

Goliath

Restriction You can only take one Auspicious Marking feat.

Frequency Twice per day.

Your skin patterns indicate that fate has marked you for greatness, and the patterns shift slowly to take new forms. Your skin markings shift into a pattern that gives you fate’s edge when using skills. Roll a second d20 when attempting any skill check and use either of the two results.

Earth Sense          FEAT 9

Goliath

Prerequisites Con 14, Wis 14.

You are in tune with the earth beneath you. As long as you are touching the ground, you can take a single action to sense the number of creatures within 30 feet that are also touching the ground and the direction to each one. This is not a precise sense and creatures sensed are still considered hidden until observed.

Auspicious Marking of the Blessed          FEAT 13

Goliath

Restriction You can only take one Auspicious Marking feat.

Frequency Twice per day.

Your skin patterns indicate that fate has marked you for greatness, and the patterns shift slowly to take new forms. Your skin markings shift into a pattern that resists a wide array of harmful effects in times of trouble. Roll a second d20 when attempting any saving throw and use either of the two results.

Auspicious Marking of the Hunter          FEAT 13

Goliath

Restriction You can only take one Auspicious Marking feat.

Frequency Twice per day.

Your skin patterns indicate that fate has marked you for greatness, and the patterns shift slowly to take new forms. Your skin markings shift into a pattern that makes you hard to get the drop on. You can roll a second d20 when making an initiative check and use either of the two results.

Auspicious Marking of the Warrior          FEAT 13

Goliath

Restriction You can only take one Auspicious Marking feat.

Frequency Twice per day.

Your skin patterns indicate that fate has marked you for greatness, and the patterns shift slowly to take new forms. Your skin markings shift into a pattern that gives you fate’s deathly accuracy in times of trouble. Roll a second d20 when making a melee or ranged attack roll and use either of the two results.