The Citrine Eagle utilizes a simplified and customizable D20 system for its roll based events to promote creativity, and diversity in each and every combat encounter the group might face. It has ranging opportunities, and the only limits are the creativity of the individual players in the group.

This page will provide a detailed synopsis on all things Citrine Dice. From how event phases and combat work, to statistics, items, roles, and small notes on how to further make the events more engaging for oneself.

Thank you to the creators of the Heroes of Azeroth system for some of the ideas utilized. And credits to all our members who took the time to test this and make suggestions as well as we worked 


Combat in the Citrine Eagle is tailored to varying and ranging success during turns to promote variety, and engagement in the midst of an event. In its simplest form, these ranges of success are as follows:

Natural 1: Critical Failure (Take 1 Damage)
2-5: Failure (Miss, Dodge, Deflect, FAILED Strike)
6-10: Minor Success (1 Damage Dealt)
11-16: Moderate Success (2 Damage Dealt)
17+: Great Success! (3 Damage Dealt)
Natural 20: Crit! Deal 4 Damage 

This is the guilds roll system in its most basic form. If you are new to the system, at an event and in a pinch to learn about it this is the biggest part you need to understand! New members entering events unprepared can also ask to use other peoples stat sheets as a filler for their own, or play it out without a role of bonuses for the time being.


Augment your rolls and increase character statistics with the item system. Items can be gained through a variety of ways and allow you to play your character how you want to play them.

Players can earn Triumph Badges by participation in everyday guild activities and hosted events, which they then can use to purchase a number of ‘slot’ items – Headpieces, Armor, Gloves, Waist pieces, Boots, Neck pieces, Rings and Trinkets. These items range from Basic to Heroic to Division items; with dozens in each category, they can easily turn the tide of battle in favor against the monsters the average Eagle has to face.

You can equip up to four items at any given time – this allows for maximum customization of carried items without bloating up numbers. Players are able to carry as many items as they can earn, but only equip those four at one time, so choose wisely which ones you can/want to combine for maximum effectiveness!

Learn More


There are a few instances in a regular D20 event:


What can I do in a Round?

When it is your turn you can do the following: You will be able to move around until you attack, defend, heal, or do a special action. It is all based on your creativity.

How does it work?

A “Player Phase” will be called out in Raid Warnings at the beginning of combat, or in the midst of combat after an enemy phase.

During a standard player phase, a player will be able to:

    • Do their /roll 20
    • Attack an enemy if they manage to make a successful strike, or succeed at a particular action.
    • Do a special action (Buff, run somewhere, start chopping down trees and pushing rocks.) Be sure to message your DM if you’d like to try something special.
    • Emote


If you want to help out with healing and you’re not a healer role you can only heal for one point of damage if you roll a 10 or higher with no modifier. Critical strikes will heal for two points of damage. For those who have joined the Citrine Medical team, they gain access to a set of diversified skills. This set of skills can be found at the bottom of this page.


A ferocious Yeti exits its cavern and prepares to attack! It has 2 health.


A wild Kysaerys appears and initiates the player phase! Kysaerys rolls, and gets a 14! She’s a damage spec, so she gets to use her modifiers on her attack bonus. Her +3 is his primary stat, meaning that in total, she has rolled a 17. This means she can deal 3 damage!


Kysaerys emotes something very fancy about conquering the Yeti, the emote looks something like: [Player]: (14 + 3 = 17) [Insert Long Emote Here] ( Target they were hitting; -3 Marker Color or Shape) The Mob is then defeated!


An “Enemy Phase” will be explicitly called in raid warnings. At this time, the group will be victim to the DMs will. This can vary on multiple accounts based on the Dungeon Master leading the group. However in general, a DM will roll for each special marker, which may have special properties.

In its simplest form, this is what an enemy phase looks like

  • The DM says “Enemy Phase” in Raid Warning.
  • The DM rolls for each enemy on the battlefield.
  • The DM dictates mechanics for people to react to. (These should be paid attention to and followed to the T!)
  • The DM selects damage targets, and emotes them in Raid Warning. People who take damage record that to keep it noted.

It is advised for an Enemy Phase the group be attentive to the DM, as they will direct the group on actions to take accordingly, and might call for special actions. Since the DMs word is law, do as they say! It will help you keep yourself well immersed in the experience of the battle. The enemy phase can be the most simple, or most diverse phase depending on player actions in the player phase (or inaction). The course of an event is guided by the players who participate!


Those who join the Citrine Medical team are granted access to a special medical kit, and spellbook. Each healer will get a special spellbook from the Medical Team that is powered by Medical Kits (Kits for short). Healers will start off with a pool of 5 kits and may replenish them by using the Single Heal spell. Although Single Heal will not require any rolling, if a healer wishes to use any other spell they will be required to roll a 6 or higher, Wisdom modifier may be added.


Heal anyone for 1 health, and replenish one Medical Kit.

Greater Heal (1 Medical Kit)

Focus your willpower and heal a single target for more than your regular heal. Type /roll 2-5 to determine the amount healed. If your initial roll20 was a natural crit, roll 4-8. Any extra health will be stacked as a shield.

Example: Medic rolls a natural crit! Medic rolls 4-8 and got a 6. They healed an Eagle who was 3/5HP. The Eagle now has 9/5HP!

Group Heal (2 Medical Kits)

Channel your willpower and heal multiple targets. Type /roll 6 and add your wisdom modifier to determine the amount healed, divided among selected targets. If your initial roll20 was a natural crit then type /roll 3 to determine the amount all Eagles will be healed for.

Example: Medic rolls a natural crit! Medic /roll 3 and got a 1. All Eagles get +1HP! This does not overlap HP like Greater Heal does.

Cleanse (1 Medical Kit)

Purify the target of any status effect. Bleed, poison, blind.. Etc.

Saving Grace (Three Round Cooldown)

Deplete all Medical Kits to mend a fallen Eagle. The amount healed for the revival will be determined by the amount of Medical Kits used. It is possible to mend a fallen Eagle with one kit, but they will be at 1 health.