| Playing | |
| Next Game Will Be | 1683156600 |
| Total Players Needed | 9 |
| Game Type | Role Playing Game |
| Frequency | Played Weekly |
| Audio / Visual | Voice only |
| Primary Language | English |
| New Players are Welcome | Yes |
| Mature Content(18+) | No |
| Pay to Play i | $10 per session |
| Pick Up Game i | No |
Howdy! This is a weird one... we'll be running Waterdeep: Dragon Heist which will lead into Curse of Strahd and then back to Dungeon of the Mad Mage. This means a Level 1-5, 5-9, and then 9-20 campaign.
Waterdeep: Dragon Heist is a relatively quick adventure when the party bands together to help a patron and end up getting caught in a mad dash to
I've listed character creation and house rules below
|--Character Creation Rules--|
- New characters are made at the same level the campaign has reached (It will be Milestone).
- All officially released content is valid for character creation and is available through Roll20's in-game Compendium or DNDBeyond (I have all released content shared). I will allow Unearthed Arcana content if asked (after review).
- Roll for stats using a provided Character Stat Roll Macro. You may roll twice and use whichever set you prefer or are welcome to use Point Buy if your roll is less than satisfactory.
- You are allowed a Feat at Level 1
- New characters created after Level 4 are granted a +1 Weapon or +1 Armor, a Uncommon or lesser magic item, and 250gp
- New characters created after Level 9 are granted a +2 Weapon or +2 Armor, a Rare or lesser magic item, and 500gp
- New characters created after Level 14 are granted a +3 Weapon or +3 Armor, a Very Rare or lesser magic item, and 1,000gp
|--Game House Rules--|
- Drinking any potion is a bonus action (feeding someone a potion is still an action)
- Spell components costing less than 100gp are ignored
- As long as your spell fits within the action economy (Action/Bonus Action) you can cast it regardless of level (as long as you have the ability to cast the spell).
- Death imposes a scaling DC for revival (DC 5/10/15/20)
- Flanking is allowed as long as there are no conditions affecting you other than Charmed, Deafened, Exhaustion Level 1, Exhaustion Level 2, and/or Invisible (You gain advantage when you have an ally opposite the enemy you're engaged with or when the enemy is surrounded on three sides)
- Inspiration is given upon rolling a natural 20 and can be kept or given to another player if you already have inspiration. It grants either advantage on a roll or a reroll of a roll. A roll can only be rerolled once (advantage/disadvantage remain).
- Rolling two natural 20s at the same time or in direct succession grants one Legendary Success which can be used to automatically succeed on a saving throw or critically hit and deal max damage. Only one Legendary Success can be held per player.
- You can take average Hit Points upon leveling up or roll (Please record results in the Character Appearance section in the BIO tab on your sheet). You can reroll on a 1 or take average HP.
- |After Level 5| When you drop to 0 hit points but aren’t killed outright or roll a 1 on a saving throw you must roll a d20. On a roll of 1–9, roll on the Lingering Injuries table. On a roll of 10–20, the effect doesn't cause you to suffer a lingering injury.
- |After Level 5| When you take damage from a single source equal to or greater than half your hit point maximum, you must succeed on a DC 15 Constitution saving throw or roll on the System Shock table.
|--Payment--|
- Payment can be made to a provided link.
- The fee is $10 per session and is to be paid before the session begins.
- If a session is cancelled, the payment made for that session will carry over to the next.
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