Campaign Guidelines

Yogaz Adventuring + Yogaz Dungeoneering Preface Kuvera is a stratocratic country and a major superpower of the continent of Yogaz. An ongoing, government-commissioned planar magics experiment gone wrong has caused the disappearance of the aristocratic, dragon-blooded ruling class, followed by a quasi-post-apocalyptic fallout, leaving the nation scrambling for stability. The military is now in charge, uniting the people and territories to a greatness obtainable by merit rather than heritage. Kuvera is not alone in Yogaz. Little more than a century of peace has been held with the other major nations: Nasr and Valua. After Kuvera’s slight ruination and political turmoil, otherworldly forces are now at work across the continent, tensions are forming in neutral territories, and hellish legions are setting foot on Yogazian lands. Adventurers set out to not only discover the secrets of Kuvera, but to also witness a changing continent, staking their claim to a new history. _____________________________________________________________________ Etiquette and Expectations Player creativity is encouraged. The Player’s Handbook does not cover everything you can do, and not every enemy will be defeated with simple jabs to their body in general. A higher level campaign will bring challenges that basic character stats simply can’t overcome. Respect the DM’s call. Being a hero in a story does not make you immune to bad choices and their consequences. Save any negative feelings for after the session. An argument over a call can derail a session and ruin the experience for every other player. Talk with the DM after the session to challenge a call, and maybe the call can be reversed or negotiated. Actively participate. When out of the spotlight, spend your time thinking about your next action or try working out a plan. It is discourteous to other players and the DM to not contribute to the session. Be respectful of other players. Work together with the other players to make a great experience for everyone. It is highly discouraged to be a ‘lone wolf’ player or to put effort into screwing over other players and their work in the campaign. DM will not partake in selectivism The DM will be impartial with the players. Players will not receive undue benefits or penalties based on the DM’s bias. _____________________________________________________________________ Yogaz Adventuring Campaign link: https://app.roll20.net/join/1087854/KNatuw 5e Player’s Handbook: https://drive.google.com/file/d/0B5SI8B … pFQlk/view Character Creation Character Levels: 9 Ability Scores: Modified Standard Array [15, 14, 13, 12, 10, 10] Health Rolls: Reroll any values less than half the total die value. For example, if you have d12 Hit Die, reroll values 1-5 Alignment: Preferably Good/Neutral Available Classes: Any from the 5e Player’s Handbook, and including Homebrew archetypes and variant class changes listed on the forums Available Races: Any from the 5e Player’s Handbook Starting Money: 2,000 gold Free Bonus: One feat of your choice from the 5e Player’s Handbook Special: Legacy Feature All characters will receive a legacy feature. This legacy feature is intended to grow with your character throughout the campaign, and can take the form of a weapon, armor, item, or character boon. The purpose of the legacy feature is to give your character more personal depth, including roleplay elements, combat bonuses, backstory justification, etc. The bonuses provided by the legacy feature are custom-made and negotiated, and are not intended to be a freebie to obtain an already known epic/powerful item from the D&D universe. Please work with me to make a fun legacy feature that exemplifies your character’s strength and theme. Do not attempt to negotiate for legacy feature bonuses as a means of offsetting character weaknesses, min/max’ing your character, or making a game-breaking character. Homebrew Rules in Use: New Resource: Guarantee New Actions: Parry, Block, Disarm, Sunder, & Trip New Damage Type: Seismic Damage Variant Rule: Lingering Injuries Variant Rule: Two-Weapon Strike Variant Rule: Rests Variant Rule: Crafting Variant Rule: Critical Damage Variant Rule: How Convenient! Variant Rule: Death & Dying Variant Rule: Multiclassing Rule Decision: Natural Armor Quality of Life Change for Casters: Variable Element Class: Barbarian - HIghlander Archetype, Rage Dice Class: Bard - Quality of LIfe Changes & Balancing Class: Fighter - Warlord Archetype, Rework Class: Monk - Change: Way of the Four Elements Class: Ranger - Rework Class: Rogue - Inquisitor Archetype, Quality of Life Changes Class: Sorcerer - Class Changes Class: Warlock - Curse and Primal Elemental Otherworldly Patrons, Class Changes _____________________________________________________________________ Yogaz Dungeoneering Campaign link: https://app.roll20.net/join/624604/ijRc3Q 5e Player’s Handbook: https://drive.google.com/file/d/0B5SI8B … pFQlk/view Character Creation Character Levels: 5 Ability Scores: Modified Standard Array [15, 14, 13, 12, 10, 10] Health Rolls: Reroll 1s and 2s Alignment: Any Available Classes: Any from the 5e Player’s Handbook, and including Homebrew archetypes and variant class changes listed on the forums Available Races: Any from the 5e Player’s Handbook Starting Money: 300 gold Special: Personal Trinket Each character has a trinket on their person, which has been acquired on their journey thus far or is something they’ve had even before their adventuring. This trinket gives a special bonus relating to the character’s personality or other traits, though they are blissfully unaware of this bonus. For example, a character may be especially resistant to fear effects while they have their trinket because it is a comforting memoir. Homebrew Rules in Use: New Actions: Parry, Block, Disarm, Sunder, & Trip New Damage Type: Seismic Damage Variant Rule: Lingering Injuries Variant Rule: Two-Weapon Strike Variant Rule: Rests Variant Rule: Crafting Variant Rule: Critical Damage Variant Rule: How Convenient! Variant Rule: Death & Dying Variant Rule: Multiclassing Rule Decision: Natural Armor Quality of Life Change for Casters: Variable Element Class: Barbarian - HIghlander Archetype, Rage Dice Class: Bard - Quality of LIfe Changes & Balancing Class: Fighter - Warlord Archetype, Rework Class: Monk - Change: Way of the Four Elements Class: Ranger - Rework Class: Rogue - Inquisitor Archetype, Quality of Life Changes Class: Sorcerer - Class Changes Class: Warlock - Curse and Primal Elemental Otherworldly Patrons, Class Changes

Yeah, everyone else has been making their characters for level 9, idk how it got to you that character level is 10.

If you don’t have a free feat for your character, go ahead and add one.
[November 16, 2015 at 7:52 pm]

It was in our discussion that I was told to make him level 10. You can see this in Facebook in our messages from October 23rd.
[November 16, 2015 at 9:28 pm]