Policy

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Abilities
A DM cannot have every ability memorized. The player is expected to know the abilities of their character and be able to provide explicit rules why something functions they way it does when the DM asks. I, and I’m sure others, are just as interested in learning about all the abilities characters have too.

Conditions
If a player puts a condition or effect onto other characters, it is their responsibility to explain and maintain that condition. If a DM or any character subjected to the condition does not adhere to its restrictions or benefits, it is up to the imposing player to enforce the condition. It is also the responsibility of that player to place a marker or indicator on the table to denote the condition.

Decision Making
When a rule cannot be quickly resolved by a table, the DM will make a Quick-Ruling. The decision will be based on what is most likely the rule, most realistic, most fun or most fair and reasonable. The ruling will remain consistent for the rest of the session. It is the responsibility of the Lawyer role to track all Quick-Ruling decisions and verify the rule for the next session.

Empowerment
For the purposes of fun, challenge or continuity, the DM reserves the right of empowerment to alter any aspect of the adventure. This empowerment includes but is not limited to the existence and relationship of non-player characters, features and abilities of monsters, dice rolls and aspects of the environment.

Rewards
All present characters have the opportunity to gain rewards, such as renown, downtime days, XP, coin, treasure, gear, wondrous objects and magical items.

Characters level at their own pace. Any absent character during an encounter is assumed to be assisting the party in some other non-combat way and do not gain any XP for such. Quest XP is awarded to any party member that participated in at least one aspect of that quest. Using the bounded ability score system, it is considered acceptable for a level 9 character to being allied with a level 4 character. Such lower level characters will receive XP rewards that will catch up in level much faster. If at any time, the character with highest XP total falls behind the expected level scale of the adventure, the milestone per episode rule will be employed, and all characters will receive an XP adjustment to make up the difference.

Characters gain coin at their own pace. Any absent character during an encounter does not gain any coin rewards, but they do gain party-coin from treasure sold in town, unless the party chooses to put such coin into “party-coffers”.

Characters gain renown at their own pace. Renown is earned for deeds specific to each of their factions, and their faction level is increased or decreased in accordance.

Characters gain downtime collectively. The use of downtime and the expense of lifestyle is spent independently.

Characters must make their case as to which gear, wondrous objects and magical items is most appropriate for whom. When a party decision cannot provide a simple solution, the rules for treasure distribution set forth in the Adventurers League Players Guide will apply.

Adventurers League
The rules, policies and reward system of the Adventures League Players guide will be followed to allow characters at the end of this adventure series (approximately level 15) to continue their story in the organized public play system.

Resources
Available player resources include the following list:
- Players Handbook
- Monster Manual
- Dungeon Masters Guide
- Hoard of the Dragon Queen
- Rise of Tiamat
- Adventurers Guide
- Any campaign setting specific book

Policy

Tyranny of Dragons jplante17