Campaign guidelines

Starting Location:
Krakenstone, Western Obria

Starting Year:
1236

Character Generation:
4d6 (drop lowest result), 3d6, Standard Array, Point Buy

Races Allowed:
All races featured in the PHB (Note: Dragonborn, Drow and Tiefling are very rare)

Player Options / Rule Variants:
Feats, Flanking, Disarm, Overrun, Shove Aside, Tumble, Hitting Cover, Cleaving Through Creatures, Injuries (if death save is failed by 5 or more), Morale, Success at a Cost, Degrees of Failure, Critical Success/Failure

Inspiration:
Awarded for heroic acts/decisive roleplaying (at the DM’s discretion)

Starting Wealth:
As suggested in the PHB

Adventure Hook for ‘A Horizon of Storms’:
Rumour has it that the abandoned exploration and trading company, ‘The Pale Hydra’, is under new management and is hiring able-bodied individuals to find out what happened to the original members of the company. The last time the original owner, Valvar Gronrimm, and his crew were seen was in 1179, when they departed in a ship named ‘The Sea Drake’ for the most likely non-existent island of ‘Mor Tel’Nilaa’, which translates from South Sylvan to ‘Sailors’ Bane’. However, the explorers never returned. Now, it is up to a new crew to uncover the truth.


Feats:
All feats featured in the PHB are permitted

Flanking:
When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.

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.

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.

Tumbling:
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.

Hitting Cover:
When a ranged attack misses a target that has cover, you can use this optional rule to determine whether the cover was struck by the attack. First, determine whether the attack roll would have hit the protected target without the cover. If the attack roll falls within a range low enough to miss the target but high enough to strike the target if there had been no cover, the object used for cover is struck. If a creature is providing cover for the missed creature and the attack roll exceeds the AC of the covering creature, the covering creature is hit.

Cleaving Through Creatures:
When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.

Injuries:
A creature sustains a lingering injury when he/she fails a death saving throw by 5 or more

Campaign guidelines

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