'FRINGE' Campaign

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 Episode 29 of FRINGE
 2018-10-22 -  
A Dragon...... ( Member Submission! )... 2018-10-22 
As the echoes of the guttural roar fade off into the unexplored caverns, only the sounds of the river of lava remain.

"It's likely Grumeo (the other missing comrade) is... well, we can't assume. And if there's a dragon in here, maybe it has answers (or other things 😉)"

Michael states calmly. The heroes nod in agreement, and gather themselves to press on.

The copper wyrmling (baby dragon) which was freed by Arondhil, continues to follow him around and gazes at him adoringly.

Magnus, combing his long hair turns to the bladesinger and says, "i think he likes you".

And at that moment, Arondhil intuitively agrees as he gazes back into the little dragon's eyes.


Dave, you are now owner of a copper dragon wyrmling, and have the following according to your level:

Companion's Bond

Your companion (copper dragon) gains a variety of benefits while it is linked to you.

The dragon loses its Multiattack action, if it has one.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Keeping Track of Proficiency

At 3rd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, your companion's proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls.

Your companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a companion also adds its proficiency bonus to its AC and to its damage rolls.

Your companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level you gain after 3rd, your companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion shares your alignment. Your companion shares your ideal, and its bond is always, "Dave's character is a beloved companion for whom I would gladly give my life."

Coordinated Attack

At 5th level, you and your companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

Beast's Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.

Storm of Claws and Fangs

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Superior Beast's Defense

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

Why No Multiattack?

Multiattack is a useful design tool that keeps monsters

simple for the DM. It provides a boost in offense, but that boost is meant to make a beast threatening for one battle--a notion that doesn't mesh well with a beast intended to fight with the party, rather than against it. Project Multiattack across an entire adventure, and a companion runs the risk of outclassing the fighters and barbarians in the party.

So in story terms, your companion has traded in some of its ferocity (in the form of Multiattack) for better awareness and the ability

to fight more effectively in concert with you.
 Episode 1 of FRINGE
 2016-12-21 -  
Fringe Forward... ( Member Submission! )... 2016-12-21 
Once upon a time long ago, on a tiny planet called Neuphoria, the lands of the world were for most part living in peace and harmony (think of it as star trek in ideology in a d&d setting). Of that world, the largest city of them all was Infinite. A booming metropolis that thrived in trade populated by humanoids of all variety.

Neuphoria was not always peaceful, for the dark forces of the world were once more prominent, reeking havoc across the globe and ruling almost half of the planet. The forces of evil were led by Duke Ssszzeffffrinnnn, an undead being. Despite having differences among themselves (go figure, they're evil), the duke would call upon them to do his bidding.

As time went on, the forces of good banded together with the help of the gods, and defeated the evil kingdoms, rendering them to scattered small pockets across the globe, leaving the duke not much to rule over. Although, what ever evil remained, still answered to his call. His whereabouts after this became unknown.

The evils that remained in the world were being kept in check by a task force called the Knights of Ni (that's u guys). The evils that remained were left alone, but if and when they acted out, they would be dealt with by the Knights of Ni.

The Knights were sanctioned by the governments of the world to oversee the security of the planet. Its members consisted of men and women of great ability and special talents, who gave their oath to serve and protect, and were led by "General" Six. She was not of the military but was referred to as the general as a nickname because she was the one who sent out the orders.

The task force had a department of R&D (transmutation magic), although not a good one. However, they did create a dropship for them...

Everything in Neuphoria seemed to be good. What could go wrong?