Dragnarok

by Zakarizero

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Dragnarok Saga: The Harbinger

Synopsis:

A dark, ominous evil, once thought destroyed, has returned. The only hope of defeating this great power lies in the hands of a chosen warrior and their companions.

The party must travel to the city of Izzbit, and meet with the ruling body of dragons, known as the Court of Scales. The party will attempt to gain permission to use the Dragonstar, an ancient artifact with incredible draconic power.

With the Court’s approval and the relic in hand, the party must locate the evil entity and using the artifact’s power, destroy it for good.

Player Information

Information players need to build their character can be found here:

Length

  • This adventure takes 3-5 players roughly 4 sessions.

Level & Stats

  • Players will start at 9th level and possibly progress to 11th level.

  • Players always have the freedom to use Standard Array or roll for their own stats. Otherwise, two sets of stats have been provided. The first ensures a character performs one or two things well and the second is for a more well rounded character:

  • 17, 17, 13, 12, 11, 8

  • 17, 15, 15, 13, 12, 12

Restrictions

  • No Lucky feat or any feats that have words and : in front of them, such as Allaria: Final Strike, Ravenpoint, Featherwind, etc.

Bonus

  • 1 Free Feat

Items

  • 1 Common Item
  • 1-2 weapons, standard
  • 1 armor or shield
  • Each character will begin with 200 GP and can upgrade weapons, armor, and items at shops.

Character Options

The class and race of your character is completely up to each player. However, those are dragonborn will benefit more from different items and powers that can be attained. It won't hurt anything to be a different race, but as a dragonborn, you can benefit from more.

New Mechanics

Below is a list of changes to current mechanics as well as a list of new mechanics that will be play tested.

30 Second Turns

At the start of each player's turn a 30 second timer will begin. The turn is over at the end of that time, regardless of whether actions were taken or not. There is a lot to cover and this will ensure timely combat.

Inspiration

In addition to DM awarded Inspiration, there is a Group Inspiration that the party can assign when appropriate. Regardless of the source, a character may only have one Inspiration at a time, and any unused Inspiration vanish at the end of a long rest.

Meals

During a short or long rest, any character with proficiency with Cook's Utensils may forage and/or hunt for ingredients to prepare a meal. After an ability check, there may be additional bonuses that meal bestows.

One of these benefits can be a Well Fed die. A Well Fed die is 1d8 and may be added to any attack roll or saving throw before your next long rest. You may have more than one Well Fed die, but can only expend one per triggering effect.

Meta Gaming

Unless a player is describing character actions or addressing the DM, any and all conversation is considered in game, in character. Players who do not adhere to this rule shall be penalized.

Death Saves

When a character is forced to roll a Death Save, there will be an additional benefit or detriment applied, depending on the roll.

Mounts

During this mini campaign, there will be opportunities to travel on a mount. There are different rules for movement and actions while mounted.

Mounting

Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed.

For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0.

While Mounted

If an effect moves your mount against its will while you are on it, you must succeed a Dexterity saving throw DC 10, or fall off the mount, landing prone within 5 feet of it. If you are knocked prone while mounted, you must make the same saving throw.

For example, if you are mounted and an effect causes you to be knocked prone, you then make the Dexterity saving throw, DC 10.

If your mount is knocked prone, you may use your reaction to dismount as it falls, landing on your feet. Otherwise, you are dismounted and knocked prone within 5 feet of the mount.

Movement and Combat

When you are mounted, the creature shares your initiative but takes it turn directly before or after yours (your choice). All movement uses the mount's movement speed, and can be used on the mount's turn or your turn, but cannot exceed the mount's maximum movement speed.

For example, if your mount has a fly speed of 60 feet, you can spend 30 on the mount's turn and 30 on your turn, or any other combination that does not exceed 60.

On its turn, the mount has movement, an action, and a bonus action. It also recharges its reaction. The mount can take the attack, dash, dodge, or disengage action. You can command the mount to take a specific action on the mount's turn.

If you do not issue a command, the mount will take the Dodge action. The mount can only utilize a bonus action if an ability specifically grants one to the mount.

The Titans

All across the planes, there are creatures whose sized can dwarf even a Tarrasque. These massive creatures are known as Titans. There are different types with different origins, such as dragons and sea creatures. There are specific rules for engaging and fighting a Titan, detailed below.

Mounting

To mount a Titan, you must make contact with a part of its body you can reach, such as a foot on the ground. You can mount a Titan a an action or in place of one of your attacks. You must make a Strength (Athletics) or Dexterity (Acrobatics) check and on a success, you have mounted the Titan and are considered 10 ft. from the ground. While you are mounted on a Titan, you have advantage on all attacks.

Movement

Once you are mounted on a Titan, you can ascend up, descend down, or move horizontally. Each time you begin moving, you must make a Strength (Athletics) or Dexterity (Acrobatics) check. On a failure, you lose your grip and begin falling. On a success, you maintain your grip and begin moving. All movement on a Titan is considered rough terrain.

Falling

When you fall from a Titan or high elevation, you free fall at a rate of 500 ft. per round, or every six seconds. You take 1d6 bludgeoning damage for every 10 ft. you fall and you land Prone, unless an ability or item allows you to land on your feet, such as a Monk's Slow Fall. There is no maximum to falling damage.

The Legs

In general, this is the area where you will mount a Titan. When you successfully hit the Titan's legs with an attack, instead of dealing damage, you can reduce the Titan's movement speed by 5. If a Titan's movement speed is reduced to 0 in this way, the Titan falls prone.

The Body

All attacks dealt to the body reduce the Titan's overall hit points.

The Head

Once you have ascended to the Titan's head, you can attack normaly to weaken the Titan, or you can target a particular Sensory Organ. Each Sensory Organ, such as the eyes, have its own AC and hit points. When a Sensory Organ is reduced to 0 hit points, it falls to function and cannot be used by the Titan until its healed. When you attack the eyes, for example, you can blind the Titan.

 

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