Saturday, November 23, 2019

Club Campaign Setting-Solarium Provocatores

The Solarium Provocatores are a long-established guild that uses predatory practices that often creates civil unrest and has even led to many a great war.

One of the top three guilds in terms of membership.

Is on the verge of becoming the dominant guild.

Club Campaign Setting-Accensi

Light infantry used to escort caravans of merchants across the two planetary bodies; these are entry-level guild members of the Osirian.

Anu’sec and Ra’fir are both commonplace among the guild’s membership and throughout the accensi.

Are led by an elder council that oversees the daily operations of the guild as well as votes on critical agendas to be carried out by the guild’s officers.

Club Campaign Setting-Osirian

Osirian is a specialist guild and maintains a small membership compared to most others.

They make money hiring out their members as professional security and have even participated in provincial skirmishes as a mercenary combat force.

Financial profit is not their primary reason for existing, it is actually the lack of safety that plagues most governments and their settlements between the two moons.

Club Campaign Setting-Human Civilization

Human civilization is largely known to have once existed and old human shrines which contain sculptures of old deities have often become imitated in recent times in popular art among the dragonborn.

Commonly seen are motifs of ancient human gods and goddesses and exterior facings on newer public buildings with corners decorated featuring exotic human faces similar to how gargoyles were used in European history.

Discussions in public involving the human past presence on Yahvelt Major are met with a degree of conspiracy and significant speculation. However, when in private these conversations reveal a deep interest in the disappearance of the humans and their relation to life in Yahvelt prior to the arrival of the dragonborn.

Club Campaign Setting-Selestali


Here is an excerpt from a diary from Selestali. 

Selestali is a middle aged Magicianess, the formal title of the all-female mages prevalent among the dragonborn, and she is well respected as having been an adviser to several prominent guilds on Yahvelt Minor.

Players are introduced to the character Selestali who, an archaeological expert and historian, is studying the ruins of an ancient human civilization that once roamed the jungles of Yahvelt Major. 

She is lithe of build, tall, and has an immense tail unlike her male counterparts who do not possess such a feature. As characteristic of a Ra’fir she possesses white scales and pale blue eyes.

“The creatures and geography of the moons of the plane of Yahvelt are as complimentary to one another as we the dragonborn who call the plane home. For the bleak desert domain of Yahvelt Minor there is the voracious wilderness world of Yahvelt Major and upon both is a curious amalgamation of fauna sharing a common origin on either planet. 

Dragonborn certainly began on the smaller of the two worlds; there is no consensus as to where life first originated. It is the belief of the Ra’fir that Rashnitsu had created life first on Yahvelt Minor with the dragonborn, however, as exploration and settlement of the larger world of Yahvelt Major continues evidence points to an advanced people distinct from the dragonborn having preexisted us by many millennia and whose seeming ruin predates the knowledge contained within the boundless books of the great libraries...”

 – Selestali

Wednesday, November 20, 2019

Club Campaign Setting-Continued


Players will be allowed to play as either an Eldritch Knight or a Magicianess. Two distinct combat specialists based on dragonborn life on Yahvelt; it is the physically larger and more dominant male dragonborn who must hunt, who protects the female and their family, a truly fierce warrior. The female dragonborn is cunning and ruthless when need, possesses an affinity towards magic, and is devoted to nurturing their young as well as mastering themselves. It is in this partnership which is essential to life on Yahvelt that the players will come to rely upon each other to endure and succeed.
Eldritch Knight:
Shortsword (1D6 +5 STR Piercing, Finesse, Light), Shield (AC +2), Unarmed Strike (4 Damage). Heavy Armor (AC 18). Dueling (+2 DMG Shortsword). Eldritch Blast (1D10 Necrotic @ 120 feet). Explorer’s Pack. Playing Cards.
Saving Throws: Strength, Constitution.
Proficient Skills: Arcana, Athletics, Sleight of Hand. Proficient: Shortswords, Shields, Heavy Armor.
Initiative Bonus=+2, Hit Dice=1D10, HP=36, Spell Attack Modifier +3, Spell Save DC 11+.
STR (17), CON (14), DEX (13), INT (12), WIS (10), CHR (9)
1 Bonus Action/Per Encounter
1 Spell Cast/Per Day and Requires Long Rest to Restore
Magicianess:
Staff (1D4 Bludgeoning), Unarmed Strike (1 Damage). Light Armor (AC 11). Mage Hand, Minor Illusion. Scholar’s Pack. Herbalism Kit. Pan Flute.
Saving Throws: Intelligence, Wisdom.
Proficient Skills: Investigation, Medicine, Persuasion. Proficient: Staff, Light Armor, Herbalism Kit.
Initiative Bonus=+0, Hit Dice=1D6, HP=18, Spell Attack Modifier +4, Spell Save DC 12+.
INT (15), WIS (14), CHR (14), STR (14), CON (10), DEX (8)
1 Bonus Action/Per Encounter
3 Spell Cast/Per Day and Requires Long Rest to Restore

  •      If playing as a Ra’fir your character also has the attack ability Cold Breath Weapon (3D6 Cold Damage) and the trait Cold Resistance.
  •      If playing as an Anu’sec your character also has the attack ability Fire Breath Weapon (3D6 Fire Damage) and the trait Fire Resistance.
  •      Explorer’s Pack includes: A backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
  •     Scholar’s Pack includes: A backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
  •      All dragonborn speak Draconic. 

Club House Rules-Combat


CLUB HOUSE RULES-COMBAT
Rule #1: BETTER CRITICAL HIT (UPON HIT)
When you score a critical hit, roll for damage normally. Then determine the maximum damage you can roll with your attack bonus before applying any modifiers. Combine the maximum result with your rolled damage, and then add any modifiers. This is your critical hit damage.
Rule #2: RESTORING HIT POINTS
When you would normally roll one or more dice to restore hit points with a potion, you instead use the highest number possible for each die. For example, instead of regaining 2D4+2 hit points, when you consume a potion of healing, you regain 10.
Potion Cost: Potion of Healing = 50GP, Greater Potion of Healing = 100GP, Superior Potion of Healing = 500GP.
Potion Availability: GM rolls 1D6 for availability in markets.
Potion Restrictions: Not usable as a bonus action.
Rule #3: BLOODIED CONDITION
A character is bloodied when the character’s hit points are equal to or less than one-half the character’s maximum hit points, rounded down, one-half the character’s maximum hit points, rounded down, and is referred to as the character’s bloodied value. For example, a character with 50 maximum hit points has a bloodied value of 25, and is bloodied whenever the character’s hit points are equal to or less than 25.
Rule #4: MINIONS
Minion creatures have only one hit point. A missed attack never damages a minion. When a minion is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw. Minions always deal average damage, and never have legendary or lair actions.
Rule #5: FLANKING ADVANTAGE
When a character and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy’s space, they flank the enemy, and each of them has an 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 of the enemy’s space, the enemy is flanked. A creature can’t flank an enemy that it can’t see. A creature also can’t flank while it is incapacitated. A large creature or larger creature is flanking as long as one part of its space qualifies for flanking.


Club House Rules


CLUB HOUSE RULES
Rule #1: THE GM IS ALWAYS RIGHT
If you have any comments, concerns, or suggestions please speak with the GM prior to the beginning of a session. The goal of the game is to have fun so please try to remember common etiquette and politeness when attending. In the case of an argument or upset in regards to club charter or playing, club members agree to revert to the ruling of the GM. Offences such as continual rude behavior, hostility towards the GM or other players or those in attendance, and disrespect towards the property in which play is being done will result in players being banned from sessions and not included in further play.
Rule #2: THE RULE OF COOL
The GM will often choose to use an interpretation of rules or revert to house rules, the GM will also decide in favor of what will add greater depth and story regarding all player actions and interactions throughout the campaign, especially during combat, this will gravitate more positively for players, but may also include important events and NPCs that could have a negative effect and ultimately pose greater risks to characters who might face physical harm or be killed as a result.
Rule #3: PREMADE CHARACTERS ONLY
A list of characters will be provided to players during Zero Session. Players are encouraged to create a four-paragraph backstory, with the last paragraph dedicated to their characters’ goals, based on their character information provided and to submit this by 1st Session. This will provide players with greater role-play opportunities and allows the GM to incorporate your character into the greater narrative on a more personal level.
Rule #4: LEVEL-LOCK & ADJUSTMENT
NPCs, PCs, and monsters are all level-locked at Level 3. More difficult monsters are adjusted to make combat more balanced by a 75% adjustment rate. Characters do not progress beyond Level 3. However, as the campaign becomes more difficult and fights become more risky players must better utilize their character abilities and the situation to overcome the challenges. Players will earn Prophecy Points for successfully defeating opponents, mastering a situation, and role-play. Prophecy Points can be traded for a temporary HP Boost, a Miraculous Treasure Chest (limit one per session), and re-rolls on a single failed hit/save (limit one per session).
Rule #5: NO MULTI-CLASSING
There are no multi-class player characters in this club.

Club Campaign Setting


CLUB CAMPAIGN SETTING
The Lenexa Kansas D&D Club Charter uses its own original campaign setting which occurs in a plane known as Yahvelt.

Yahvelt is defined as two large moons orbiting a massive hot Jupiter planet from within its outer rings. The two large moons are known as a Yahvelt Major and Yahvelt Minor and the planet is known as Yahvelt Prime. The two large moons are habitable and are the origin of two distinct races of dragonborn called Anu’sec (red dragon ancestry) and Ra’fir (white dragon ancestry). There are also less civilized sentient species like the Dread Masters (Gnoll), the Sky Shadows (Pterafolk), and the Yahvelt Corruptors (Green Abishai).

The Ra’fir are the older of the two dragonborn races and come from the most desolate and smallest moon Yahvelt Minor. The Ra’fir are fiercely dedicated to their families, existing in clans and ruling in dynasties. They are stoic warriors and superb engineers. A great magical-technological achievement known as the Lunar Gate had been created by them long ago to link their origin planet to their fellow moon Yahvelt Major, where they continued to build and create in honor of their god Rashnitsu the Everliving. Ra’fir consider Rashnitsu to be the first and only great dragon that created the dragonborn in his image by first making the light to drive away darkness- then taking some of those stars and turning them into the first man and woman dragonborn.

The Anu’sec are the racial majority living on the largest and most resource-rich moon Yahvelt Major. They are often considered brutish and lazy, preferring to force their way and preferring to bask in the heat on a rock rather than tend to chores or more serious matters of any day. Their civilization and race came into being shortly after the Lunar Gate was created linking both planetary satellites and it is said that when the first Ra’fir passed through the portal that a great red dragon mistook the opening of the portal as an attack, spat a massive fireball towards it, scorching the scales of these Ra’fir and turning their icy breath into vaporous flames.

The Lunar Bridge is an archaic and techno-magical teleportation device. The bridge is a massive star-gate with a portal on Yahvelt Major and Yahvelt Minor that has allowed commerce to flourish between the two planetary satellites for countless millennia. Control of the structures has always been necessitate for strong economies and self-governance, with dark periods of history reflected by tyrannical measures which heavily regulated or outright banned its use.

Various guilds try to impose their form of rule over either portal to force taxes on other communities in order to build and grow their guild-loyal cities and in turn support for the guild.  A guild known as the Osirian offers protection to all merchants and travelers for minimal reimbursement has caught the ire of the Solarium Provocatores, an evil predatory guild which relies on brutal assault and intimidation to enforce its charges.

The adventurers are a low-level group of Osirian accensi (light infantry) who are escorting merchants and their goods to the other moon and must ensure that they and their goods arrive safely to and from the portals. The adventure begins in the capital city of Mandjet on Yahvelt Major and ends in the capital city of Amenthes on Yahvelt Minor.

Welcome to the Lenexa Kansas D&D Club!

This blog is to be an archive and resource to D&D players involved in the Lenexa Kansas D&D Club.

Here players from the club as well as those online who simply share an interest in D&D can view the campaign details as well as associated documents and play sessions.

Thank you for visiting and welcome to the Lenexa Kansas D&D Club!