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This campaign is run on Dungeons & Dragons 5th Edition, 2014 rules. [owner-form-2026-09-17] Everything on this page is game information. Rules, statistics and dice do not belong on the lore pages; they are kept in the Mechanic: namespace. [owner-form-2026-09-17]

The party's classes

The Heralds of the Cycle are built on the following classes and subclasses. [owner-form-2026-09-17]

Character Class Status
Lucerion Ex-Paladin Alive
Elnaril Ranger (Hunter) Alive
Nycoris Fighter (Scofflaw) Alive
Scuto Monk (Way of the Long Death) Alive
Mila Sorcerer (Wild Magic) Alive

Lucerion lost his paladin bond in play, which is why his class is recorded as Ex-Paladin. [owner-form-2026-09-17] [heralds-a#146 · heralds-a#149] Mila is run by the game master, not by a player. [owner-form-2026-09-17]

House rules

The game master has added rules of his own where the core system does not cover what he wants at the table. They are noted here as the sources record them; individual named rules and statistics are collected on Mechanic:Rules Appendix.

Abstract mass battle

Large engagements between armies are not played out as ordinary combat turns. The game master asked for a dice system that decides such battles instead, producing casualties, injuries, routs and executions as narration. [heralds-b#94] The system built for it rolls 1d10 for each side each round; the difference between the two rolls sets the severity of that round's swing, which is then read off casualty tables. [heralds-b#95] Each side carries modifiers for its circumstances — ambush, positioning, darkness, armour, command, interference by the player characters — that are added to its roll. [heralds-b#96 · heralds-b#97] Each side also keeps a morale counter that falls with losses and rises with victories; a side reduced to zero breaks and withdraws. [heralds-b#97 · heralds-b#98] A clash victory rule sits on top of it: a side whose roll, modifiers and battle event together reach 20 or more wins the clash outright, and the other side breaks ranks and flees. [heralds-b#102 · heralds-b#103]

Magic near the Sealed Crypt

Around the sealed crypt beneath Snakepass, casting within 30 feet requires a DC 13 Arcana check; on a failure the caster rolls on the Wild Magic Surge table. [heralds-a#39] Approaching the crypt itself calls for a DC 15 save; a character who fails is stunned for one round and witnesses a memory of the battle fought there. [heralds-a#39]

Related pages