The Lost Light
The Lost Light
Welcome to the Lost Light campaign page. I will use this website to update you on the campaign setting, as well as introduce the world known as Khalin. This page will continue to update as the game is played, so please return for more information.
Introduction to the Lost Light Campaign Setting
Lost Light is a reference to the The Temple of the Light, a citadel/monastery run by the last living Deva in Khalin. The monastery serves to raise children and young adults believed to be the prophesied “new gods.” Some see the Temple of the Light as a dangerous cult, snatching children out of their beds, but the truth is that the Temple does not keep the children within its walls, save for orphans and those that wish to learn under the deva’s tutelage (note: The devas are monks, and thus their “teaching” is the monk character class or multiclassfeats).
In The Multiverse of Khalin, the gods were destroyed in a fierce, and largely unknown, battle called the Cataclysm. The Cataclysm happened over one thousand years ago; in the blink of an eye, the gods fought in an unseen battle with some extremely powerful force, or perhaps simply died off — no one knows for sure. What they do know is that divine power as they knew it was gone. With no gods to pray to for their powers, temples crumbled, clerics became inert, and many paladins committed suicide or just disappeared. Goodness and justice was erased, replaced with darkness and fear. The undead hordes who had been afraid of the light now began to grow in number. To be alone at night is to be dead before you know it.
In a thousand years, seven city-states have risen to fend off against the evil that plagues the land. Heroes have come and gone, never reaching the fame that they once held. And everyone dreams of the day when the gods are restored and the world is returned to normal. Will that ever happen?
That’s what this story is about to determine.
- If the dice hits the floor, REROLL. Only rolls on the table count.
- Every player gets one Retcon Point per session. The RP can be used to change a decision you made earlier. This is all up to the DMs discretion, so use it wisely.
- XP Bonuses (will scale over time)
+200xp for showing up to game night.
+100xp to whomever buys food for the group.
+50xp if you buy snacks for the group.
+50xp for every nat 20.
+25xp for every nat 1.
- Nat 20 on checks (skill, saving throws, etc): Gain Advantage for that skill/saving throw the next time you use it.
- Nat 1 on checks: Gain Disadvantage for that skill the next time you use it.
- Combat XP Rewards: see the forum post!
- I think the Handbook may state this, but if you assist someone with a skill check, that person gets Advantage on that check.
Creativity is encouraged, whether in combat or out! I will award XP bonuses for A) creativity and B) stellar character roleplay.
CRITICAL HITS AND MISSES
- Critical Hits: If you roll a nat 20 on an attack, you get full damage + extra damage rolls equal to your proficiency bonus. So, for example, if your weapon damage is 1d8 and your proficiency bonus is +2, you would get an automatic 8 damage +2d8 extra damage.
- If you roll 2 nat20s on an Advantage or Disadvantage roll (which, if my rusty probability skills are correct, is a 1 in 400 chance), you will get something better, which I haven’t decided yet.
- Critical Misses: If you roll a nat1 on an attack, you automatically miss. Roll a d20. If you “hit” with your second roll, you simply miss. If not, you score a Critical Fumble and must roll yet a d6 to determine your outcome!
- THE GREAT FUCKUP CHART
2: Butterfingers – you stupidly drop your weapon. Move action to pick up.
3: Eye Crusties – Disadvantage to next attack roll against enemy you’re fighting, or new enemy if you choose one (you can’t get out of it, in other words).
4: Weakling – You deal half the damage roll against any creature with your next hit.
5: Self-flagellation – You hit yourself for 1/4th the damage roll.
6: Clumsy – you automatically incur an Attack of Opportunity from an enemy (ranged or melee—adjacent monsters take precedent).
- [Note: you can spend your inspiration point to negate these effects.]
- THE GREAT FUCKUP CHART