Horde of the Dragon Queen by hiiamtom (Inactive)

Game Master hiiamtom

A modified Hoard of the Dragon Queen starting at level 3.


My rules*:

  • 1) As long as you continue to express interest to continue on a regular basis (weekly), and warn me of any long absences you will not be removed from the game and I will bot you when absolutely needed.
  • 2) Combat rounds will last 48 hours, I will roll initiative and any missing rolls from your post. If you do not post by the deadline I provide I will bot your action.
  • 3) You will never die through my actions, that is my promise to you in case you worry about me botting your character. You might be in rough shape or captured, but you won't die through me acting on behalf of your character.
  • 4) I expect people to be respectful and air out grievances through the discussion thread or PM and keep it out of the gameplay thread. I want to work with everyone so we're all enjoying this.
  • 5) NPCs that reach 0 HP will be killed, if you want them to be left unconscious instead specify in the game thread. This can be done at any point of the fight, not just at the end.
*I am developing these rules as I GM PbP, forgive me if they get updated as we go.
Combat Options:
Additional Action Options (Not listed in the PHB) - climb onto a bigger creature, disarm, mark, overrun, shove aside, & tumble. Descriptions below:

Climb onto a Bigger Creature
If one creature wants to jump onto another creature, it can do so by grappling. A Small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.

As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space and clings to its body. While in the target's space, the smaller creature moves with the target and has advantage on attack rolls against it.

The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action- knocking it off, scraping it against a wall, or grabbing and throwing it- by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

Disarm
A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.

The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

Mark
This option makes it easier for melee combatants to harry each other with opportunity attacks.

When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't
make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.

Overrun
When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.

Shove Aside
With this option, a creature uses the special shove attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.

Tumble
A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.

Feats:
Feat Modification (homebrew) - see the feats below:

Dual Wielder (Modified)
You master fighting with two weapons, gaining the following benefits:[list]

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • When you hit a creature with a melee weapon attack using the weapon held in your main hand, your offhand weapon attack deals a bonus +1d10 damage.

    Man-at-arms (New)
    Your experience on the field of battle has developed a keen sense of danger and opportunity with a variety of weapons. You gain the following benefits:[list]

  • You gain a +1 bonus to AC while you are not wielding a heavy weapon.
  • When another creature misses you with an attack, you can use your reaction to move up to half your movement speed without provoking opportunity attacks.
  • Before you make a melee attack with an unarmed strike or with a weapon that does not have the heavy property, you can choose to take a -4 penalty to the attack roll. If the attack hits, you add +8 to the attack's damage. You must be proficient with the weapon used to make the attack to receive this benefit.

    Grappler
    Prerequisite: Strength 13 or higher
    You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:[list]

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you.
  • To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • You can grapple creatures up to two sizes larger than you within your reach.

    Tavern Brawler
    Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:[list]

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons and improvised weapons and your unarmed strikes count as light weapons.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

  • Named NPCs

    With the Party:

    Bella - Female human, middle aged head retainer for Larissa whose loyalty knows no bounds. Larissa's chamberlain.
    ~Tord - Male human, teenage son of Bella who knows horses and weaponry enough to serve Larissa in the field.
    ~Lia - Female human, young daughter of Bella; trained in courtesy and service working under Bella.

    Cultists:

    Severin Silrajin - The new leader of the cult of the dragon.
    Lady Mondath - Commander of the cultist troops that attacked Greenest.

    Against the Cult:

    Ontharr Frume - Male dwarvish paladin of the Order of the Gauntlet fighting the cult more directly, but in desparate need of additional intelligence on the cult's activities.

    Leosin Erlanthar - Male half-elvish monk and researcher looking to find deeper meaning behind the cult's looting along the sword coast.
    ~Galinndan - Male elvish monk working with Leosin.
    ~Nesim Waladra - Male human monk working with Leosin.
    ~Jassan - Male human monk working with Leosin.

    Greenest:

    In the keep:

    Governor Tarbaw Nighthill - Male human governor for Greenest. Manages the trade and defense of the region.
    ~Despara - Female tiefling assists the governor.
    ~Castellan Escobert the Red - Male shield dwarf with wild red hair that leads the keep's defense and manages the keep.
    ~Captain Beltor - Male human, aged leader of the guard that patrols the town and region.
    ~~Lieutenant Payton - Male human, town guardsman.
    ~Bettie - Serves as butler in the keep.

    Enemies:

    Cultists:

    Greenest Raid:
    Langderosa Cyanwrath - Blue dragon-man, skilled in combat.
    ~Langderosa's team - Female tiefling assists the governor.
    ~Castellan Escobert the Red - Male shield dwarf with wild red hair that leads the keep's defense and manages the keep.
    ~Captain Beltor - Male human, aged leader of the guard that patrols the town and region.
    ~~Lieutenant Payton - Male human, town guardsman.
    ~Bettie - Serves as butler in the keep.