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Split the Group: The Dragonsbane Mask

The Sunday afternoon Random Adventure group has gotten too big to manage and we’ve made the decision to split the party. Mike will continue on with Random Encounter and Ronn is going to go in a different direction. Here’s what he’s got in mind.

Adventure: The Dragonsbane Mask a Tyranny of Dragons campaign.

The Realms of Adventure needs heroes bold of spirit and brave of heart to hold back the unrelenting tides of darkness!

We’ll be playing the Dungeons & Dragons tabletop roleplaying game. The table seats six players, and we’ll run the game biweekly with as few as three players. The Dragonsbane Mask campaign will be a mix of published and homebrew adventures and is expected to take 30+ sessions. The characters will start the campaign at first level and character advancement will use Milestone Leveling rather than experience points. Each session your group of heroes will explore rumors, uncover secrets, and encounter dangers as they unravel the machinations of the forces at work behind the scenes. Monsters will be slain. Treasures will be found. Adventures will be had. Heroes will be born. Legends will be made.

New players are welcome. No knowledge of the game is required, we’re always happy to introduce newcomers to the hobby. There are pregenerated characters for you to use if you just want to sit in and try things out. We have dice available for you, pencils, note paper, character sheets, everything you need. Grab a seat at the table and find your way to a new hobby.

And so the adventure begins!

Who: Ronn McCarrick will be the Dungeon Master and 3-6 players
When: Every other Sunday from 3:00 pm – 6:00 pm (Session #1 02/15/2026)
Where: The Gaming Warehouse, located at 4365 Canal Ave SW, Grandville, MI 49418.


Here’s the Particulars to this Point from the DnDBeyond DM Notes (Public)

CHARACTER CREATION GUIDELINES

ABILITY SCORES: Standard Array (15,14,13,12,10, 8) assigned as the player chooses.
SPECIES: Any of the standard character species from the Player’s Handbook. Anything outside of those species should be run by the DM to ensure campaign continuity.
CLASSES: Any of the standard character classes from the Player’s Handbook. No Artificer characters.
LEVEL: Characters will start at level 1, as the campaign progresses new players will be allowed to create characters of a level in keeping with the existing characters.
ALIGNMENT: We’re looking for good and neutral characters, this is not a campaign that allows for evil player characters.

We will be using the 2025 rules with a mix of 2014 and third party content. The general guideline is that anything in the core books is workable. 

LUCK

Every PC has a special resource called Luck that can be used to influence the result of any of your checks: ability check, attack roll, or save.

Gaining Luck Points

When you create your character, start with 0 Luck points. You gain Luck points in the following ways:

  • Once per turn, when you fail an attack roll or save, gain 1 Luck point.
  • The DM can award 1 Luck point as a reward for a clever idea, excellent roleplaying, or pursuing an interesting—rather than optimal—choice.
  • The DM can award Luck to a party for surviving difficult encounters or achieving story goals (in addition to XP).

Losing Luck Points

You can have a maximum of 5 Luck points at one time. If a PC has 5 Luck points and would gain a 6th point, you must immediately roll a d4 and reset your Luck points to the die result.

Spending Luck Points

You spend Luck points to add to any d20 roll you make. For example, if you have 4 Luck points, and roll a 13 on the die, you can spend 2 Luck points to make your roll result a 15 (leaving you with 2 Luck points for later). Alternatively, immediately after you make a check (attack, ability check, or save), you can spend 3 Luck points to reroll a d20. In either case, you spend Luck after you roll but before the DM declares whether the roll succeeds or fails. Luck can’t offset effects of a natural 1 or create a natural 20.

  • DM determines if the check is being made with advantage or disadvantage.
  • Player rolls a d20 (or two d20s if they have advantage or disadvantage).
  • Player adds their ability modifier and PB (if they have a relevant proficiency) to the number rolled to determine their check result.
  • If desired, a PC spends Luck points to increase the check result.
  • DM compares the check result to the check DC and declares whether the check succeeds or fails.

Started playing TTRPGs with Advanced Dungeons & Dragons back when you could buy the rulebooks from the Sears catalog. Been playing and running games ever since.

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