Hoard of the Dragon Queen
Each session, one player (or DM) will be appointed to chronicle the session from their character’s point of view. Each session will begin with a reading of this write-up, and rewarded with Inspiration.
Lunch / Dinner Roster
Every “day time” session will include a lunch catered by one player (or DM) who will be awarded Inspiration in recognition of and thanks for the effort.
Every character has a nominated lucky number. Whenever that number appears on a natural roll for an Attack, Ability Check or Save, the DM will have something… interesting occur.
This houserule is balanced by the Durability Loss rule.
Dying is Exhausting
Whenever you take on the Dying condition, when next brought back to full Consciousness, you will gain one rank of Exhaustion (maximum of five). If you are dying, stable, then dying again without regaining consciousness, there is no impact to Exhaustion – you will only gain a rank when you regain Consciousness.
1) Once per day, a successful Short Rest will remove one rank of Exhaustion.
2) When a Long Rest is successfully completed, a second rank of Exhaustion will be removed along with the standard one provided that the character has not entered into combat (attempting to hit, having been hit, or otherwise physically exerted themselves in relation to combative conflict) since the previous Long Rest successfully achieved.
This means that, in a “non combat” period, a character may remove a single rank of exhaustion after a Short Rest, then two more at the following Long Rest (i.e. Three ranks rather than one).
Breath may be held for a number of rounds equal to your Constitution score. Speaking or using Verbal spell components will consume breath. Unconsciousness will release all breath remaining. When you have “no” breath remaining, you have a number of rounds equal to your Constitution modifier before you start drowning. One round spent in the open air will refill your lungs.
Death & Re-Roll
Should a character die, a new character will be created at one level below the level of the fallen character (minimum level: 4). The new character will roll for stats, but take the average for HP to their starting level. Starting equipment will be a combination of “by the book” and as issued by the DM based on general party wealth and progression. More on the Mechanics of Rerolling.
In the event of a death and creation of a new character, the new character may not have any class in common with the classes of the fallen character. Specifically, this applies to the creation of a new character, and not the future development of that character. Your Rogue dying means your new character may not start with any points in Rogue, but does not limit you from taking Rogue as a multi-class option in future levels.
Note a houserule, but a Variant rule within the DMG which we are using; A Magic Item’s properties may only be discovered through use of the Identify spell or other ability/spell which replicates this effect. Spending time with an item does not reveal it’s properties to you (but, where Attunement is not required by the item, will bestow benefits and detriments nevertheless).
[Conditionally Retired] Durability Loss
Every time a natural 1 is rolled on an attack, the weapon used will take a point of Durability Loss. This may be repaired, but after a set number of Durability loss, the weapon will break and become worthless.
CONDITION: So long as the party has ready access to the Mending cantrip, it will be assumed that this will be used frequently enough to negate any ongoing durability loss.
[Retired] Level Progression
No XP will be awarded. Instead, story milestones will be used as cues to grant new levels to characters.
[Retired] Levelling Up
Every Milestone reached will be coupled with a vote by all players for the method of HP acquisition (Roll, Roll with normalising re-rolls, Take the average). One decision will win out and be applied to all characters in the party.
[Retired] Mercy Tokens
A single Mercy Token may be used to partially or fully revive one or more party members.