The Mouth of Doom
Campaign in Gylidd
Saturdays 8 pm - 12 am
DM Benjamin
This game is invitation only.This serial campaign is heavy on Roleplaying, Combat, and Exploration, and is designed for a team of 6-8 characters with a generally heroic alignment.
It has the following themes: Serious, Pathos, Arena, Horror, Politics, Intrigue, and Adventure.
It takes place in the Realm of Gylidd.
Advocate Amrith Hogaine, Chair of the Civic Synod of Gylidd Syn Aethri, has had horrible dreams of late. The peace of the city he’s watched over for hundreds of years has been as constant as his own stewardship, until now. Now he sees a shadow looming in the east, a creeping malevolence growing in power whose presence can be felt everywhere - even within the Heartswood.
The implications of such magic overpowering the sacred forest are dire indeed. However, none of the other Ministers of Gylidd have shared these omens, leaving Hogaine with only one recourse to ensure anxiety and fear do not spread from his nightmares.
Using a network of subtle contacts, Hogaine has tapped the leader of the Gylidd Wrenjers — a legendary Orc Hunter named Kobeck Huaru — to quietly petition the adventurers in the city with a quest. These intrepid souls would be sent to the eastern forests of Gylidd to uncover the truth of this darkness or dispel it, while Hogaine looks on and hopes against his instincts that his fears are unfounded.
The implications of such magic overpowering the sacred forest are dire indeed. However, none of the other Ministers of Gylidd have shared these omens, leaving Hogaine with only one recourse to ensure anxiety and fear do not spread from his nightmares.
Using a network of subtle contacts, Hogaine has tapped the leader of the Gylidd Wrenjers — a legendary Orc Hunter named Kobeck Huaru — to quietly petition the adventurers in the city with a quest. These intrepid souls would be sent to the eastern forests of Gylidd to uncover the truth of this darkness or dispel it, while Hogaine looks on and hopes against his instincts that his fears are unfounded.
Campaign Rules
This campaign uses the following Optional Rules. For more information on optional rules, please visit the DTU Player's Guide (DTU) or the relevant sourcebook (DMG, PHB, VGM, XGE).- Action Options (DMG) • Climb onto a bigger creature
- Alternatives to Epic Boons (DMG)
- Diagonals (DMG)
- Encumbrance (PHB)
- Explosives (DMG)
- Falling (XGE)
- Familiars (VGM) • Badger, bat, cat, crab, fish (quipper), flying snake, frog (toad), hawk (falcon), lizard, octopus, owl, poisonous snake, rat, raven, scorpion, sea horse, spider, tressym, weasel
- Firearms (DMG)
- Hitting Cover (DMG)
- Inspiration (DMG) • Only Players Award Inspiration
- Planar Effects (DMG)
- Playing on a Grid (PHB)
- Renown (DMG)
- Scroll Mishaps (DMG)
- Skills with Different Abilities (PHB)
- Sleep (XGE) • Waking someone
- Spellcasting (XGE) • Perceiving a caster at work
- Tool Proficiencies (XGE)
- Tying Knots (XGE)
- Passive Skill Floor (DTU)
- Stacking (Dis)advantage (DTU)
- Help Requirements (DTU)
- Unintended surface reroll (DTU)
- Double Grapple Restrain (DTU)
- Devil's Sight > Lowlight (DTU)
- Choose to Fail Save (DTU)
- Sorcery Point Conversion (DTU)
- Hold Action Dash (DTU)
- Shared Minion Initiative (DTU)
• Disarm
• Overrun
• Shove Aside
• Tumble
• Sleeping in armor
• Going without a long rest
• Identifying a spell
• Invalid spell targets
• Areas of effect on a grid
• Movement method