New Years D&D Game (Capture the flag)

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Revision as of 22:03, 9 December 2015 by Aeauseth (talk | contribs) (Leveling)

I have tentative plans to hold a New Years D&D game at my house (Aaron's place in Washougal).

  • Date: Dec 31, 2015.
  • Arrive: 5:00 pm
  • Leave: 1:00 am

Loren has offered to be the official Dungeon Master for this one-off session. Loren & Aaron will partner together to get the game setup and rules defined, however Loren will run the game.


  • Players will be divided into two teams.
  • The game will be played on a map drawn on the vinyl mat.
  • Each team will be assigned a flag room.
  • The map will contain a variety of environmental features and powerups such as:
    • Unlit areas
    • Difficult terrain
    • Pits
    • Traps
    • Narrow hallways
    • Secret doors
    • Equipment bonus (mundane and magical)
    • Short or Long rest bonus
  • There will be at least 1 easy and direct path between flag rooms.
  • There may be additional paths, shortcuts and alternate routes that will require the use of skills or abilities to successfully use.
  • The goal is to take the opposing teams flag and bring it to your teams flag location.
  • The GM will determine a stopping point based on score and/or game time.
  • A second game (everyone restarts at level 1 and picks new teams) may occur and it may be a different map.


  • At the beginning of the game the team leader will roll 1d20 and all all the teams' static initiative bonuses to the roll. The team with the highest initiative goes first.
  • The entire team takes their turn at the same time. The order of individual team members is completely up to the team captain, generally simultaneous is the most appropriate and quickest.
  • Initiative is re-rolled after a flag is successfully captured.

The Flag

  • It is a standard action to pick up a flag.
  • A flag requires 2 hands to carry. You are unable to move with the flag unless you use both hands.
  • The flag has a 60ft light effect that cannot be dispelled or suppressed. You are unable to hide or take advantage of invisibility effects while wielding the flag.
  • The flag is heavy and awkward reducing your speed by 10 ft.
  • If you die, fall unconscious or otherwise are unable to use both hands, the flag drops to the floor.
  • If you pickup your own teams flag (standard action), it immediately teleports back to your teams flag room.
  • If you arrive with the opposing teams flag to your flag's spawn location then your team wins a point.
    • The players who captured the flag gains 1 level at the end of their turn.
    • All players on the team who captured the flag gain the benefits of a Short Rest.
    • The opposing teams flag is teleported back to it's spawn location.
    • Team initiative is re-rolled.

Looting & Equipment

  • It is a move action to grab an easily accessible item from an unconscious character. (For example sword, shield, ring, amulet, etc).
  • It is a standard action to remove armor from an unconscious character.
  • It is a standard action to don or doff armor. (for example 1 standard action to remove chain shirt, and a second standard action to put on plate mail).
  • You are limited to wearing 3 attunement items.
  • You may immediately attune to an item acquired via a powerup. The benefits of a Long Rest are required to change attunements or attune to an item acquired by other means.
  • It is a move action to give a character an item.

Character Building

  • This will be based on the 5th Edition rules. The basic rules are available here,
  • Any race from the 5E PHB is allowed.
  • Any class from the 5E PHB is allowed.
  • Everyone will use the Ability Score array of 15, 14, 13, 12, 10, 8. You will assign these to STR, DEX, CON, INT, WIS, and CHA as you see fit. You will then apply your racial ability bonuses (if any).
  • Starting equipment is based on your class + background.
  • Alignment will not be used, so pick any alignment you like.
  • Players start at level 1.

Optional Rules

The following optional rules will be used:

  • FLANKING: A creature can't flank an enemy that it can't see. A creature also can't flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy. When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked.
  • CLEAVING THROUGH CREATURES: When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.
  • FEATS: You can forgo taking Ability Score Improvement feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.


  • There will be times during the game when you gain a level. Leveling in 5e is generally quick and will be done at the end of your turn. You will likely retain your old character sheet and create a new one with the gained level. This allows for quicker play should you die, since you kept your old character sheet.
  • When you gain a level you also get the benefits of a Long Rest.
  • You gain XP every time you kill (or drop to unconsciousness) a character on the opposing team. The amount of XP you gain depends on the level of the character you defeat. Roughly 3 kills will gain you a level.
Level XP
Level 1 100
Level 2 300
Level 3 900
Level 4 2,200
Level 5 4,500
Level 6 7,500
Level 7 11,200
Level 8 16,000
Level 9 21,000
Level 10 28,000


  • If damage reduces you to 0 hit points you fall unconscious. Make Death Saving Throws as normal.
    • If you Die then you loose a level and your dead body is teleported to your team's flag room. All effects & buffs are removed. All non-starting equipment is destroyed. You revive on your next turn in your teams flag room with the benefits of a Long Rest when you revive. You also are granted any starting gear that you may have lost.
    • If you Stabilize then you immediately regain 1 hit point and the benefits of a Short Rest.
  • You can never drop below level 1.
  • If you die at level 1 you will be allowed to select a different class.