
The Campaign
This page is intended to give you, as a player, a headstart on what to expect from my next campaign. The basic theme, content (or trigger) warning, day and time of game (once determined), and any homebrew rules will be outlined.
There will still be a Session 0 to address anything not mentioned here, this is not intended to replace the Session 0, but only to give you some upfront information beforehand.
If your interested in this campaign then I want to thank you for checking it out, if you've played in my previous cqampaign then doubly so!
Theme, Overview, About the Site
Why, oh gods, is there so much here?!?!
The simple answer is because I love world building, writing, and basically creating stuff in general. Are you expected to read everything in this guide? Not at all! I wouldn't epect anyone except the most avid reader who enjoys this world a lot to read everything here (and if such a person exists then I thank you and envy your time).
I would suggest, however, reading about your species in the Characters in Garn section as it helps describe how your people fit into the world and it wouldn't hurt to read a little about the land your character is from (jut click on a land from the Home page map to go to that land's page, hover over any marker for the name of that place of note and click the marker to go to that area's description.
So, in short, read as much or as little as you feel comfortable with.
Character Building Notes
I will be using the following for Character Ceation.
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Standard Array for Ability Scores
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Milestone Eperience
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Encumbrance On but not for Coins
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Hit Points Automatic for Level
Campaign Theme and Style
This campaign is intended to be classic High Fantasy in theme. It is a world of fantastical peoples, cultures, and creatures, a world of swords and sorcery, where adventurers delve into dungeons, perchance even to fight drgons (wink nudge).
This campaign is also going to be a Sndbox game as compared to the Epic Saga that was Against the Coming Storm. Meaning, there is more focus on your character's stories and their ties to the world as well as Player-driven stories over "predestined" events, allowing you more room to shape whre the game leads instead of the game leading you.
Quick Overview (the Primer)
Garn is a classic fantasy world with medievel level technology (aside from some weird inventions the gnomes might attempt with mixed results), and even a mid level of magic with people who reach 9th level spellcasting being very rare. Most of the basic character options from the 2024 PHB is readily available for the exceptional character you will be playing as the common person on Garn does not reach a class or if they do gnerally only few levels in, with a few eceptions of course of noteable NPCs.
In most everyday commuities, the biggest treats are likely the local wildlife and maybe highwaymen or othr thieves, perhaps an abusive soldier or templar.
Striking out into the wilds of the world, delving into dungons beneath it, is where true dangrs are encountered, as well as true rewards.
Day and Time
Day: TBD
Time: TBD
Currently, I run games on Saturday at 4PM Pacific time, 7PM Eastrn. I am open to keeping to this schedule or changing it to better suit what's best for you. I have a fairly open schedule currently so if there is a better time and day then I am open to suggestions.
Content Warning
As with my last campaign, there are some suggestive themes (brothels
exist on Garn), general violence, themes of slavery (it isn't common but
there are still parts of Garn where it happens), tragedies involving the
innocent (defenseless folks including childen sometimes have bad things
hppen to them), possibly body horror (some monsters are true horrors),
and mild racism (most people might not treat tieflings or orcs
perfectly nice, this is a comon folk kind of age, after all), and that is
likely most of the stuff that might offend or shock people.
If you think you might take issue with any of this, don't hesitate from
reaching out or bringing it up at Session 0.

Homebrew
I am going to try to stick with the 2024 D&D rules as closely as possible to give them a chance with a very short few Homebrew rules I am going to implement intended to enhance the fun of the
game, over all.
• Background and Origin Feats. I am going to let you choose any Origin Feat
with any Bckground as long as it makes sense to your characeter's story.
As a note and not a Homebrew rule, remember that you can change the name
and narration of any background to better fit your character (this includes the
Custom backgrounds I offer).
• Death Saves. I prefer the suspense of the DM rolling Death Saving Throws for the players so unless there are objections that is what we'll go with.
• Potions. Potions are a Bonus Action per the 2024 rules but if you use n Action instead, you will get the full healing from a healing potion instead of rolling.
• Prone. In my previous campaign, prone took all your movement to stand up. I am not using this rule this time around but I also don't feel it should take more movement to get up if you are a faster creature so I am going with a different approach altogether and simply saying it takes 15 ft. of movement to get up from Prone. If a creature has less than 15 ft. of movement then it takes its entire movement to end the prone condition.
• Customization. I am really unconcerned about how far out there your aesthetics are for your character appearance, spell effects, equipment look, and so on with the understanding that it should still make sense for what the effect does. If you are a fey-descended character and you want your fireball to appear as blazing butterflies that swarm to a spot to explode then I see no harm in this. Be creative! Be descriptive!
If you want to be a phanaton with black fur and a white stripe who talks with a French accent then I can't promise not to laugh at your character but go for it!
After delvin deeper into the 2024 DM Guide I do have a few more things of note.
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Magic Item Crafting. I am trying to make an effort to make mgic items more on the specal side than in the last campaign. I like the idea of even a weapon +1 having a story to it and, as such, I am not going to focus a lot of time on crfting the items. If you want this to be "a thing" for your character that is fine but it should be a special talent and not just something your whole party and a majrity of their henchmen/helpers are talented in. As such, and to keep with the idea of magic items being special, I am keeping to the suggested rules in the DMG for common and uncommon items but I am going to have some special things for crafting items above those levels of rarity instead of just rolling on the prcentage for materials and taking the insane time. Honestly, this is because dventuring parties don't have upwards of hundred of days to work on a crafting project since they are...you know...adventuring.
So I have added this bit for when you want to craft items that are rare and higher in rarity.
This is what I have for now. Reading through the DMG more may cause change to these or other rules but, again, I am trying to keep with most of the rules.
If you have any concerns with the Homebrew items then again, feel free to get in touch or discuss it during Session 0.


