Game Information.   Posted by DM.Group: 0
 GM, 2 posts
Sun 15 Mar 2020
at 16:34
Game Information
What am I signing up for?
  The goal is to run a group of heroes through the entirety of the Tyranny of Dragons Campaign broken down into two published parts: Horde of the Dragon Queen & Rise of Tiamat. This campaign is set using the Dungeons & Dragons 5e Rule Set, and we will be using D&D Beyond as a pseudo-campaign management tool.

  As such, even when you know it's your turn next in an initiative for combat, we would appreciate an opportunity to post a short narrative summary of the previous turn, followed by an OOC directive over who is next. It seems tedious, but we'll be monitoring the game pretty good, and we promise our summaries will happen pretty quickly when the party is mired in combat.

Adult Rated?
  We are not going to flag the game as adult rated. There will be some mature themed moments and potentially mature themed descriptors of combat violence, but there will be no x-rated interactions between characters as part of the campaign.

How will we begin?
  This is a Wizards of the Coast published campaign and as such I have a few sections of "box text" or unchangeable sections. For the most part, however, it's fairly open-ended and allows for a great deal of original machinations. I will create a small introductory scenario for each character that will be no more than three to five (3-5) posts long that will set you off on a journey of discovery. The opening party scenario to the actual campaign will bring your party together on the outskirts of the town of Greenest.

  1. We ask for a posting rate of at least every other day while out of combat, and at least once a day during combat. If you have not acted within 24 hours of your turn during combat your turn will be skipped. Of course, we realize that life can sometimes interfere and nobody will be booted right away. However, if we do not hear from you (post-wise) in a week, you will be contacted with a 24-hour notice. If we get no response from that notice, you will be removed from the game and your character replaced in the campaign.
  2. If you get stuck and don't know what to do with your character, poke to DM, together we can surly find something for your character to do if the current situation you find them in feels like a dead end.
  3. Disagreements between characters are bound to happen, but let's leave it between characters, and not allow it to spill out into the OOC Forum. We're here to play a game, and enjoy a lengthy, fun campaign.

This message was last edited by the GM at 15:27, Fri 10 Apr 2020.

 GM, 3 posts
Sun 15 Mar 2020
at 16:42
Character Creation: Step 1 Who Are You?
Character Creation

Step 1: Who are you?

  • Name:(Self-explanatory)
  • Race:(All of the races from currently available D&D Beyond sources[shared through our campaign] are allowed)
  • Age:(How old are you?)
  • Description:(What do you look like? How do you typically dress? Any distinguishing marks [scars, tattoos, birthmarks]?)
  • Class:(What class do you intend to play?)
  • Writing Sample:(Show off your writing skills with this simple writing prompt: Your character has been caught doing something wrong and landed themselves into trouble, it could be something as serious as a crime or as minor as a rule broken in the family home, what was it, and how do they react to being caught?)

Adventure Hooks

Tranny of Dragons provides a list of alternate bonds to insert into your character's background. However, D&D Beyond currently has no way to insert those bonds into characters created with the character builder as they are not tied to a specific background. As such, we are providing them here for you to choose as potential adventure hooks for your character. Should you choose one of these adventure hooks, simply post it at the bottom of your RTJ as "Adventure Hook #X" and it will be incorporated into your introduction thread.

  1. Leosin Erlanthar, a wandering monk, once saved your life. He's sent urgent word for you to meet him in a small town called Greenest. Looks like it's time to pay off that debt.

  2. When an orc raid drove your family from your home, the people of Greenest took you in. Anyone who threatens Greenest is your sworn enemy.

  3. Every five nights, you have a strange sequence of apocalyptic dreams. The world is destroyed by cold, choking fumes, lightning storms, waves of acid, and horrible fire. Each time, the dream ends with ten evil eyes glaring at you from the darkness. You feel a strange compulsion to travel to Greenest. Perhaps the answer to the riddle of your dreams awaits you there.

  4. Ontharr Frume, a crusading warrior and champion of good, is your friend and mentor. He has asked you to travel to Greenest in search of rumors of increasing dragon activity.

  5. You have heard rumors that your close childhood friend, a half-elf named Talis, has been kidnapped by a strange group of dragon cultists. Your investigations into the cult have led you to the town of Greenest. You must save her!

  6. Being the grandchild of a renowned dragon slayer is usually a good way to impress people, but just last week a gang of ruffians attack you. You barely escaped with your life, but as you fled, the ruffians told you that the Cult of the Dragon never forgets and always
    avenges. You're hoping to lie low in a sleepy little town called Greenest until this blows over.

  7. On his deathbed, your father confessed that he had become involved with a group called the Cult of the Dragon. They paid him to smuggle goods across the Sword Coast. Wracked by guilt, he begged you to investigate the cult and undo the evil he may have helped foster. He urged you to begin your search in a town called Greenest.

  8. The dragons destroyed everything you hold dear. They killed your family and destroyed your home. Now, with nothing but what you carry on your back and a horrid scar of the near fatal wounds you sustained in the attack, you seek revenge.

  9. You and your family were members of the Cult of the Dragon, until your rivals in the cult arranged to wipe you out. Though they slaughtered your kin, you survived, but they think you're dead. Now is your chance for vengeance! Your hit list consists of three names:
    a human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half-dragon named Rezmir. You have arrived in Greenest, knowing it's next on the cult's list of targets.

  10. You have a secret. You once were a gold dragon who served Bahamut. You were too proud and vain , to the point that Bahamut decided to teach you a lesson. You have been trapped in a weak, humanoid body, with your memories of your former life but a dim shadow. You remember only one thing with perfect clarity: Bahamut's command to go into the world and prove your devotion to the cause of good. If you prove worthy, on your death you will return to his side in your true form.

This message was last edited by the GM at 15:28, Fri 10 Apr 2020.

 GM, 4 posts
Sun 15 Mar 2020
at 19:22
Character Creation: The D&D Beyond Part
Step 2: The D&D Part

This part is simple. If your request to join is approved, you will be added to the game in a private group. In that private group, you will see a thread called "D&D Beyond Campaign Link."

We will be using D&D Beyond to help track our campaign. As such, you will need a basic D&D Beyond account (they're free). Once you have, or are logging into your account, you will be able to follow the link to join the campaign.

Once you have joined the campaign, you will be able to build a character in D&D Beyond with the following guidelines:

  • Sources: Select the following sources as allowed: Critical Role, Playtest, Magic: the Gathering, and Eberron. Please deselect Homebrew Content and Rick and Morty Content.
  • Advancement Type: Select Milestone
  • Hit Point Type: Select Fixed
  • Use Prerequisets: Select the following: Feats and Multiclass Requirements.
  • Encumbrance Type: Select No Encumbrance
  • Ignore Coin Weight: Select Ignore Coin Weight
  • Ability Score/Modifier Display: Select Modifiers Top
  • Character Privacy: Select Public
  • Races: All races from currently available source material are allowed (we own the license for all currently available sources, and are sharing them through the campaign link.)
  • Class: Select from: Artificer, Barbarian, Bard, Blood Hunter, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, or Wizard
  • Attributes: Standard 27 point-buy system, no stat higher than 15 before racial bonuses.

This message was last edited by the GM at 15:28, Fri 10 Apr 2020.

 GM, 5 posts
Sun 15 Mar 2020
at 19:40
Character Creation: Character Sheet
What is normally the most difficult part of an RPoL game, we seek to make the easiest! Because we're tying the campaign to a D&D Beyond account, and you will be creating your characters using the D&D Beyond Character Generator, you will have ready access to your character sheet via D&D Beyond!

Once you've done so. Simply PM the DM your character sheet link (accessible after pressing "view" on your completed character) and we will enter that link into your character sheet section!

Just like that!

This message was last updated by the GM at 15:28, Fri 10 Apr 2020.

 GM, 8 posts
Sun 15 Mar 2020
at 22:22
Game Information: Languages
We will use formatting for spoken language and thoughts in this game. For anything spoken by your character, please post the text in bolded blue with quotations around the text. Private thoughts for your character will be in italicized blue with no quotations around the text.

Therefore game posts will look like the :

Governor Nighthill observed the devastation before him from the wall of the keep and thought, We need help, Greenest will never survive this. He took a deep breath and turned to the Castellan, Escobert. "Sound the alarm, we need as many citizens as we can to come to the keep for safety. Or a last stand, I fear."

We will be using the private language group settings in this game. The following languages have been preprogramed into the game:

Aarakocra, Abyssal, Bullywug, Celestial, Common, Dark Speech, Deep Speech, Draconic, Druidic, Dwarvish, Elvish, Giant, Gnoll, Gnomish, Goblin, Halfling, Infernal, Orc, Otyugh, Primordial, Sylvan, Thieves' Cant, Thri-kreen, Troglodyte, Undercommon.

Use the private language code when speaking a foreign language (anything other than common):

[Language Dwarven: <b><blue>"Tell {Bob} we're gunning for him!"</b></blue>]

Therefore the post will look like this:

[Language unknown:  "Ul Bob yintheiou comantwhe acsi sonev!"]

Remember if you're speaking a character's name while using it to protect it from scrambling by using the syntax code example above (protecting the name with brackets "{}").

This message was last edited by the GM at 15:29, Fri 10 Apr 2020.

 GM, 9 posts
Sun 15 Mar 2020
at 23:13
Game Information: Character Biography
Under character biography when you have created your character and it has been updated, please update your character biography as follows:

Biography pt 1: Character Race
Biography pt 2: Character Class LvL


Rizzo Youngbear III

Biography pt 1: Human
Biography pt 2: Fighter 6

NPC Characters will be posted with their race, and their held position in the story for players' information.


Escobert the Red

Biography pt 1: Shield Dwarf
Biography pt 2: Castellan of Greenest

This message was last edited by the GM at 15:29, Fri 10 Apr 2020.

 GM, 10 posts
 Omnitient Deity
 Dungeon Master 20
Mon 16 Mar 2020
at 00:35
Game Information: Dice Rolls [DRE-001]
Please always use the "Reason for Roll" box when making a dice action in our Tyranny of Dragons campaign. This will give us the ability to track rolls on the log and know what they were for. For ability checks we will simply use the check you're making for the reason. For combat, we will create a combat map thread that I will update with each and every action. I'm going to use your character portraits chosen to represent you on the map, and we will use coordinates on that map as part of our combat posting. Combat Rolls should always use a "monster #" Identifier in the reason box.

Ability Check Reason examples:

Combat Initiative
Perception Check
WIS save

Combat Roll Reason examples:

Attack, Longsword, Kobold 1
Spell, Firebolt, Cultist 8
Attack, Crossbow, Bandit 2

Your die results will be included in your combat summary spoiler post. (see Game Information: Combat Summary Spoilers)

This message was last updated by the GM at 15:30, Fri 10 Apr 2020.

 GM, 11 posts
 Omnitient Deity
 Dungeon Master 20
Mon 16 Mar 2020
at 00:51
Game Information: Combat Summary Spoilers
D&D combat is designed to take place on a 1-inch grid map. We will have that map available in a separate thread for each combat.

We're going to use an example where you are playing a rogue. If your rogue, Roscoe, is in grid B7 on the map, and your target is Kobold 5 in C9. That would make Kobold 5 only 5' away from you (moving from B7 to B8, which would put you diagonally adjacent to C9.) You will make all possibly related rolls and post them in your combat summary as well.

You will post your combat summary in a spoiler at the end of your post like the following:

From his cover in the shrubbery, Roscoe surveys the battle field, and notices a Kobold slinking around the corner of one of the houses. He springs forward and lashes out at the Kobold, catching him by surprise before making his way back into his cover in the shrubbery.

<spoiler>Move Action:  5ft. from B7 to B8, attacking Kobold 5 in C9
Action: Attack Kobold 5
Roscoe, rolled 14 using 1d20+4.  Attack, Rapier, Kobold 5.
Roscoe, rolled 8 using 1d6+2.  Damage, Rapier, Kobold 5.
Roscoe, rolled 1 using 1d6.  Damage, Sneak Attack, Kobold 5.
Bonus Action: Disengage
Move Action:  5ft. from B8 to B7</spoiler>

Which in the post would yield:

Spoiler text: (Highlight or hover over the text to view)
Move Action:  5ft. from B7 to B8, attacking Kobold 5 in C9
Action: Attack Kobold 5
Roscoe, rolled 14 using 1d20+4.  Attack, Rapier, Kobold 5.
Roscoe, rolled 8 using 1d6+2.  Damage, Rapier, Kobold 5.
Roscoe, rolled 1 using 1d6.  Damage, Sneak Attack, Kobold 5.
Bonus Action: Disengage
Move Action:  5ft. from B8 to B7

This gives us the most complete information possible to update the map during the summary post for the next player.

This message was last edited by the GM at 15:30, Fri 10 Apr 2020.

 GM, 314 posts
 Omnitient Deity
 Dungeon Master 20
Wed 24 Jun 2020
at 15:26
Game Information: The Basics
Roll20 will be serving as our map server, as previously discussed. However, we will use it in a more "hands on" fashion in order to increase the pace of combat. For this purpose we will use Roll20 to roll initiative in order to automatically populate the initiative chart that will appear on the map during combat:

In order to roll initiative for your character, select your token by clicking on it. The token will highlight (A), then in the chat window (B), simply type "/roll 1d20+x &{tracker}" where "x" is your initiative modifier. Your initiative will automatically populate the chart (C). Once all initiative is rolled, the GM will sort the initiative chart (D), and begin combat.

A         B



At this point, the GM will make a narrative post confirming that initiative has been set. At this point, you as players are free to take your turns, in order, and manipulate the map as needed. Below I will describe what you will see on the map:

A combat has begun between the party and a Cultist, aided by a pair of Kobolds. Newman won initiative. He will click and drag his token, counting squares (5ft./square) and choosing to approach and attack the Culstist. The move is 4 squares, 20ft, leaving Newman with 10ft. of movement left for the turn.

Clicking on your target reveals two pieces of information to you: Their HP (in Green), and their AC (in Gray). You will not see the red circle that I can see. This is done so that a player further down the line does not waste a turn attacking a downed target. You can also click for this information PRIOR to making your attacks to assess the targets before approaching one.

Now, Newman will make an attack against the Cultist (Identify the target by full name in your RPOL spoiler posts in order to help the GM keep track.) Newman is rolling against Cultist A with an AC of 12 and 9 HP; using his maul. He rolls a 22 to attack, which beats an AC of 12, and hits the target. Newman will now roll his damage, 14.

At this point, you as players have unique control that a player does not normally have in Roll20. You are able to edit the HP and status of your enemies directly. Newman will select Cultist A by clicking the token (A), click the HP circle (Green) and enter the damage in the appearing box as a negative number (B), and press enter. This will change the HP number (Green) to the enemy's current HP total. If it goes to zero or negative, clik the "circle badge" button at the bottom of the token (C) which will open a menu of icons, and select the red "X" to mark the token as dead (D). This will mark the token with a large red "X" as dead for future players in the initiative to know the target is dead and no longer valid.


At this point, Newman will elect to use 5ft. of his remaining 10ft. of movement to shift to the left 1 square and engage Kobold C. If Newman has a bonus action, or a second attack to take, he can follow the above process to take the action. You can also use the icon menu to place markers on the enemy's for hunter's marks, hex targets, grappled, prone, asleep, etc. Make sure you identify the icon in your narrative post.

Once Newman posts his actions in the game, it will become Lyryian's turn, and she can proceed as above based on the new battlefield after Newman's actions. As a reminder, I AM using the optional flanking rule in 5e, and directly flanking an opponent gives an attack advantage.

Of note, you can zoom in and out using the zoom bar in the upper right corner of the map. You will be able to get a full view of the available map as your character could potentially see, but also giving you a visual representation of the narrative posted by the GM.

This message was last edited by the GM at 16:05, Wed 24 June 2020.