D&D 5th Ed. - Tryanny of Dragons

The Cult of the Dragon has been active in Faerûn for centuries. They have focused on making undead dragons to fulfill a prophecy most of that time, but that is changing...

The new leader of the Cult believes that real draconic knowledge and power belongs to living dragons, not undead ones. His ambition amused Tiamat, so she revealed the existence of five dragon masks to him - one for each chromatic dragon color. Wears of a single mask can communicate with dragons, and maybe more importantly, they can think like dragons, gain favor among dragons, and influence dragons. When all five masks are brought together, they can unlock Tiamat from her prison in the Nine Hells.

Rumor has it that this new leader has already claimed the Red mask. You have decided to try and stop the Cult from achieving their goal. You get wind that the Cult is on the move to the town of Greenest, and you the time has come to put your training to the test...

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Character Creation

- All characters start out at Level 1.
- Use the standard point array for your attributes (15/14/13/12/10/8). This is before racial/class/background bonuses
- Start with max Hit Die + CON mod
- Use starting equipment listed in the Players' HandBook (PHB) (http://ift.tt/1Awl1EP)

Pre-gen characters are also allowed. WotC has posted 16 different characters that go up to level 10 if that is easier for you to maintain.
http://ift.tt/1Q41tih

Levelling up


Will occur at the next Long Rest the character(s) take(s). Additional HP will be either average hit die or you roll for it. Once you choose at Level 2, you will do as such for each successive level.

Combat

Will use block initiative. I will likely roll for all PCs and monsters just to save time. I've been doing a Luck roll (d100) in my other game. This will determine which monster initiative roll I take (ie, there are 4 goblins, so I roll 4 initiatives; a luck roll of 98 would determine that I use the highest roll from the 4 goblins). I also add random treasure to some encounters based on rolls. Items from the module will be guaranteed still. Gold from the module will be halved (since the random loot will supplement this). The luck roll will also impact the loot drops somewhat.

Other stuff

I will randomly assign everyone another reason for their character to travel to this little town (ie, your connection that gave you reason to come to Greenest in the first place).

I've read through the Pathfinder game thread, and I realize that people will come and go depending on workloads and what not. I don't really post at work all that much, but will try to log in during combat encounters to move things along. Outside of combat, I will only post at night for two reasons; first, it gives everyone a chance to interact with the NPCs and environment rather than having one or two characters constantly leading the party, and second, I probably won't bring my books into work anyway, so I won't always have the next steps memorized.

With that said, the books recommend 4 players, but I will take as many as there are interested and adjust the difficulties as needed :)

We'll get started after next weekend (so... the 25th).


D&D 5th Ed. - Tryanny of Dragons