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The Drop In/Drop Out Campaign is a collection of one-shot adventures set in a homebrew High Magic world based on 5e D&D, designed for flexible player participation. Players will create characters starting at level 3, with specific rules for gameplay, including unique mechanics for flanking, disarming, and spell components. The world of Isora features diverse races, climates, and notable kingdoms, providing a rich backdrop for adventures as players engage in various roles such as members of an Adventurer's Guild or mercenaries.

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0% found this document useful (0 votes)
5 views

session 0 notes

The Drop In/Drop Out Campaign is a collection of one-shot adventures set in a homebrew High Magic world based on 5e D&D, designed for flexible player participation. Players will create characters starting at level 3, with specific rules for gameplay, including unique mechanics for flanking, disarming, and spell components. The world of Isora features diverse races, climates, and notable kingdoms, providing a rich backdrop for adventures as players engage in various roles such as members of an Adventurer's Guild or mercenaries.

Uploaded by

alexevinger352
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Drop In/ Drop Out Campaign

A series of connected one-shots

In order to accommodate different player availabilities, this is a collection of one-shot


adventures that can be strung together in a way that explains character absences and arrivals.
This is a homebrew High Magic setting based off of 5e D&D and Kobold Press materials. It will
be mostly lighthearted, with some silliness encouraged. However, keep in mind that NPCs will
react accordingly and there will be consequences to your choices. Roleplay is highly
recommended and can be rewarded with inspiration. We will be making our characters here
together so that we can design a good party. We will be starting at level 3 and everyone will get
to choose either two common magic items or one uncommon item. If you choose a consumable
item (like a healing potion), you get three of them.

Table Rules:
Please let me know as soon as possible if you are or are not coming so I can plan around that.
Pay attention, even when it’s not your turn. I don’t care if you have your phone but don’t be
texting the whole time.
Physical or digital character sheets are both okay, just be aware that I will be using homebrew
items etc.
NO METAGAMING. If your character wouldn’t know it, you can not act on it. Repeat offenses
can be punished with Dis-inspiration.
Do not roll without being asked to
Respect your fellow players. Be attentive to player’s Lines and Veils (covered in session 0). Don’t
kill other people’s fun. Work together!
Non-mechanical reflavoring is fine. Describing your fireball as blue or green is cool. Saying it
does frost damage is not.
Pretty much all character options are fine, subject to my approval. This is a homebrew world, so
almost anything can be explained away.
It is HIGHLY recommended for everyone to take notes. I will be doing the same, but you will not
have access to my notes.
I am not a dictator, however, what I say goes. I am the final arbiter of rules interpretations.
Please do not argue at the table.

Rules/Rules Changes:
Flanking. If two allied creatures are directly opposite each other with an enemy in between, the
allied creatures get +2 on their attack rolls.
Disarming. Make an attack roll contested by the targets Str (Athletics) or Dex (Acrobatics) check.
If successful, the attack deals no damage and the object is thrown 10 ft away. Disadvantage if
the object is being held with two hands.
Spell components. Some classes require spell components. Components for basic spells will be
plentiful and can be found in stores or in the environment. More advanced components will
have to be obtained in other ways. Most components can be used multiple times. This is to
encourage roleplay and exploration, as well as add some extra “realism” to spellcasting, and
make magic items even more rewarding.
Milestone xp and level ups on long rest.
Inspiration. When you receive inspiration, roll a d10. Record this number. The number can be
added or subtracted from ANY roll (attack, damage, save, etc.) one time, and then erased.
Crits. Beating AC by 10 or more is a crit. In addition, on a crit you do the maximum damage
possible for your normal damage dice, then add an extra roll.
Death and Dying. If a character is brought back from death, they suffer 3 levels of exhaustion.
The character goes down to 1 level of exhaustion after being brought back to ¾ of their max
health. The final level of exhaustion must be removed through normal means (long rest, etc)
Healing Potions. You can use a bonus action to consume a health potion and roll as normal. If
you instead use a full action it heals for the max amount. Feeding someone else a potion is
always a full action.

The World: Isora


Uses the Midgard world map: https://midgardmap.koboldpress.com/
A land of high fantasy, daring adventures, and deadly monsters. Magic is everywhere in Isora.
From the near godlike Magisters of Narris to the beggars in the slums of Goldport, anyone might
have magic items or arcane talent. But arcane magic is not the only power to be found. The
gods are very real, often sending champions or messengers to enforce their will. There is a
diverse pantheon of gods and goddesses. Gruumsh, the orc god of destruction, Selûne, the
human moon goddess, and Nebelun, the gnome god of invention are just some of the many
deities actively worshipped.
Isora features a wide variety of climates and landscapes. Lush forests, sprawling grasslands,
sandy deserts, and frozen tundra; Inland seas, vast ocean, coursing rivers and placid lakes; Long
mountain ranges and lone peaks, volcanoes, plateaus, canyons, and myriad caverns; Urban
epicenters and blasted, desolate wastes. All can be found here.
The races of Isora are diverse. Humans form the majority in most areas, having pushed many of
the other races from their previous holdings. Elves and dwarves retreated to their strongholds
in ancient forests and towering mountains respectively. There are enclaves of goliaths,
dragonborn, gnomes, sentient automatons, and others scattered throughout the lands as well.
There are some races that are quite rare but do have a presence, often not having a territory of
their own. Tieflings and aasimar, changelings, werefolk, genasi, aarakocra, and various beastfolk
can all be found on occasion. Most areas feature predominantly one race or type of race, owing
to a long history of war and subsequent prejudice. You may find one town composed entirely of
dwarves, and another where goblins, hobgoblins, and bugbears have formed a community.
Large cities and certain kingdoms are the exception to this, where humans, elves, halflings, orcs,
etc. intermingle freely.

Notable Kingdoms/Territories:
Dragon Confederation -
Undead Dominion – If one delves into the caverns below Isora without knowing where they
lead, they may find themselves in a waking nightmare. Below the surface, hidden away from the
sun, lies a dread society. Populated by all manner of un-life, the undead dominion quietly plots.
Vampires, liches, and other intelligent undead lead while zombies and skeletons toil away. Here,
a race exist that few surface dwellers know of; the Darakhul.
Automaton Republic – A huge number of mechanical beings were created by a former kingdom.
The kingdom was renowned for its technology and quickly rose to great power, but was stricken
by a deadly plague. The population was so decimated that eventually there were more
constructs than organic beings. The constructs rebelled against the weakened monarchy and
won their freedom. A new government was formed and the automatons were free to pursue
their own interests.
Aquatic Territory – An area off the coast of the central peninsula features many undersea
villages. The sea elves and tritons there have a loose affiliation, encouraging trade and mutual
defense from suahagin and other denizens of the deep.
Blasted Wastes – An area that has been the site of innumerable battles in the past, the blasted
wastes are now a desolate wasteland. Feral undead, lingering magic, and crazed outlaws
abound, but the wastes also house prized alchemy ingredients and magical items, among other
treasures.
Blood Kingdom (Morgau) – One of the most reviled kingdoms in all of Isora, Morgau is a land of
unrepentant evil. Blood magic and fiend worship are aspects of daily life, and holidays are
celebrated with mass sacrifices. The citizens of Morgau
Margreve Forest – An antediluvian forest that predates even the oldest cities, the Margreve is
an area of primeval nature. The Margreve is suffused with magic, and seems to have a will of its
own. A peasant who attempts to cut down one of its trees is likely to be attacked by wolves or
worse, and few who have dared venture into the depths of the forest have ever returned.

Why are the characters here:


Adventurer’s Guild – The party are members of a supranational organization that sends
adventurers to solve problems.
City Guard – The party are lawmen or soldiers in one of the cosmopolitan cities, protecting the
town from danger.
Mercenary Company – The party are swords for hire, facing down enemies or slaying monsters
for coin.
Bounty Hunters – The party are investigators, hunters, or lawmen who pursue bounties.
Royal Fixers – The party are the personal problem solvers of an authority.

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