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๐ŸŒ RAYNDAR

"The Land Between Suns"

A timeless world of magic and myth. Two suns orbit the sky โ€” the Golden Sun that blesses the living, and the Pale Sun that illuminates the realm of spirits.

The balance between these two has kept Rayndar whole for millennia... until now.

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Major Hubs

Explore the great cities of Rayndar:

  • Starhaven - Capital of the Kingdom of Aeloria
  • Shadowmere - Frontier town in cursed forests
  • Emberforge - Fortress carved into a volcano
Explore Hubs โ†’
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Playable Races

Choose your ancestry:

  • Humans - Adaptable and ambitious
  • Elves - Graceful forest dwellers
  • Dwarves - Hardy mountain folk
  • Drakari - Descendants of dragons
View Races โ†’
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Classes

Master your chosen path:

  • Knight - Honor-bound warrior
  • Ranger - Wilderness tracker
  • Mage - Wielder of elemental magic
  • Cleric - Divine healer
  • Rogue - Shadow master
  • Necromancer - Death manipulator
View Classes โ†’
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Factions

Choose your allegiance:

  • โ˜€๏ธ The Sunward Order
  • ๐ŸŒ™ The Pale Circle
  • โš’๏ธ The Iron Vanguard
Learn More โ†’
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Dungeons

Delve into ancient ruins:

  • The Tomb of Whispers - Beneath Starhaven
  • The Ashen Depths - Below Emberforge
Explore Dungeons โ†’
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Monsters & Bosses

Face legendary foes:

  • King Halric the Hollow
  • The Hollow Stag
  • The Iron Colossus
  • Vorthar the Molten Maw
View Monsters โ†’

โš ๏ธ The Balance Shifts โš ๏ธ

The Golden Sun is dimming โ€” while the Pale Sun grows brighter, whispering to the dead.

Each faction believes their way will restore balance, but something ancient is stirring beneath the world...

Read the Campaign Hook โ†’

๐ŸŽฒ Understanding Dice - Beginner's Guide

d20 - The Main Die

Used For: Attack rolls, ability checks, saving throws

How: Roll 1d20 + your modifier

Success: Meet or beat the target number (DC or AC)

Nat 20: Automatic success (critical hit in combat)

Nat 1: Automatic failure

Damage Dice

d4: Daggers, light weapons (1-4 damage)

d6: Shortswords, maces (1-6 damage)

d8: Longswords, battleaxes (1-8 damage)

d10: Pikes, heavy crossbows (1-10 damage)

d12: Greataxes (1-12 damage)

When to Roll

Attack Roll: d20 + attack bonus vs enemy AC

Damage Roll: Weapon die + damage modifier

Ability Check: d20 + ability modifier vs DC

Saving Throw: d20 + save modifier vs DC

Initiative: d20 + DEX modifier (turn order)

Advantage & Disadvantage

Advantage: Roll 2d20, use the HIGHER result

Disadvantage: Roll 2d20, use the LOWER result

Example: Attacking hidden = advantage

Example: Attacking while blinded = disadvantage

Note: Multiple sources don't stack - just roll 2d20

โš”๏ธ Combat Cheatsheet - Step by Step

Your Turn Order:

  1. Movement: Up to your speed (usually 30 feet)
  2. Action: Attack, cast spell, dash, dodge, help, hide, ready, disengage
  3. Bonus Action: If you have one available (class abilities, two-weapon fighting)
  4. Reaction: Used on someone else's turn (opportunity attack, counterspell)

Making an Attack:

  1. Declare Target: Who/what you're attacking
  2. Roll to Hit: 1d20 + attack bonus
  3. Check Result: Does it meet/beat enemy's AC?
  4. Roll Damage: Weapon die + damage modifier
  5. Apply Damage: Enemy subtracts from HP

Common Actions

Attack: Make one weapon attack

Cast Spell: Cast one spell (takes your action)

Dash: Move again (double your speed this turn)

Dodge: All attacks against you at disadvantage

Help: Give an ally advantage on next check

Hide: Roll Stealth vs enemy Perception

Disengage: Move without triggering opportunity attacks

Attack Examples

Melee Attack: 1d20 + STR + proficiency

Ranged Attack: 1d20 + DEX + proficiency

Spell Attack: 1d20 + spell modifier + proficiency

If hit, roll damage die + ability modifier

Critical Hits!

Natural 20: Automatic hit + double damage dice

Example: Longsword = 1d8 damage

On Crit: Roll 2d8 instead!

Still add: Regular damage modifier once

Cover Rules

Half Cover: +2 to AC (behind wall, tree)

3/4 Cover: +5 to AC (arrow slit, mostly hidden)

Full Cover: Can't be targeted directly

๐ŸŽฒ Dice & Checks

Difficulty DC
Very Easy 5
Easy 10
Medium 15
Hard 20
Very Hard 25
Nearly Impossible 30

๐Ÿ’ฐ Travel & Resting

Rest Type Duration Recovers
Short Rest 1 hour Hit Dice, some abilities
Long Rest 8 hours All HP, half Hit Dice, spells

Travel Speed: 24 miles/day (normal pace)

Fast Pace: 30 miles/day (-5 Perception)

Slow Pace: 18 miles/day (+5 Stealth)

๐Ÿ’ช Understanding Ability Scores - New Player Guide

Strength (STR)

Used For: Melee attacks, climbing, jumping, carrying

Classes: Fighters, Barbarians, Paladins

Example: "I swing my sword" = STR attack

Saves: Resisting being pushed, grappled

Dexterity (DEX)

Used For: Ranged attacks, AC, stealth, dodging

Classes: Rogues, Rangers, Monks

Example: "I shoot my bow" = DEX attack

Saves: Dodging fireballs, traps

Constitution (CON)

Used For: Hit points, endurance, concentration

Classes: Everyone needs this!

Example: +3 CON = +3 HP per level

Saves: Resisting poison, disease

Intelligence (INT)

Used For: Spellcasting (Wizard), knowledge, investigation

Classes: Wizards

Example: "Do I know about this monster?" = INT check

Saves: Resisting illusions, mind control

Wisdom (WIS)

Used For: Spellcasting (Cleric), perception, insight, survival

Classes: Clerics, Druids, Rangers

Example: "Do I notice the trap?" = WIS (Perception)

Saves: Resisting charms, fear

Charisma (CHA)

Used For: Spellcasting (Sorcerer), persuasion, deception

Classes: Sorcerers, Warlocks, Bards, Paladins

Example: "I convince the guard" = CHA (Persuasion)

Saves: Resisting banishment

๐Ÿ“Š Ability Score Modifiers (What those numbers mean)

Score Modifier Description
8-9 -1 Below average
10-11 +0 Average person
12-13 +1 Above average
14-15 +2 Talented
16-17 +3 Very talented
18-19 +4 Exceptional
20 +5 Peak human ability

Formula: Modifier = (Score - 10) รท 2 (round down)

Example: STR 16 = +3 modifier. When you attack with a sword, you roll 1d20+3

๐ŸŒŸ Status Effects

Blinded

Can't see, auto-fail sight checks

Attack rolls: disadvantage

Attacks against: advantage

Poisoned

Disadvantage on attack rolls

Disadvantage on ability checks

Stunned

Incapacitated, can't move

Auto-fail STR & DEX saves

Attacks against: advantage

Exhaustion

Level 1: Disadvantage on checks

Level 2: Speed halved

Level 3: Disadvantage on attacks/saves

Level 6: Death

Frightened

Disadvantage on attacks/checks while source is visible

Can't willingly move closer to source

Prone

Disadvantage on attack rolls

Melee attacks against you: advantage

Ranged attacks against you: disadvantage

Costs half movement to stand up

๐ŸŽฏ Common Skill Checks - When to Roll What

Physical Actions

Athletics (STR): Climb, jump, swim, grapple

Acrobatics (DEX): Balance, tumble, escape grapple

Sleight of Hand (DEX): Pickpocket, hide object

Stealth (DEX): Move quietly, hide

Mental Actions

Arcana (INT): Recall magic lore

History (INT): Recall historical facts

Investigation (INT): Search for clues

Nature (INT): Know about plants/animals

Religion (INT): Know about gods/undead

Awareness

Perception (WIS): Notice things, spot hidden

Insight (WIS): Read intentions, detect lies

Survival (WIS): Track, forage, navigate

Animal Handling (WIS): Calm/ride animals

Medicine (WIS): Stabilize dying, diagnose

Social Actions

Persuasion (CHA): Convince, negotiate

Deception (CHA): Lie convincingly

Intimidation (CHA): Threaten, coerce

Performance (CHA): Entertain, act

๐ŸŒŸ Welcome, Adventurer

This world stands at a crossroads. The two suns that have governed Rayndar for countless ages are falling out of balance. The Golden Sun, source of life and light, dims with each passing day. Meanwhile, the Pale Sun grows ever brighter, casting its spectral glow across the land and whispering promises to the dead.

Three great factions vie for dominance, each believing their path will restore equilibrium:

  • The Sunward Order seeks to purge all darkness and necromancy
  • The Pale Circle believes death and life must unite
  • The Iron Vanguard cares only for survival and power

But beneath the cities, deep within forgotten tombs and volcanic depths, something stirs. Something that feeds on both light and shadow. Something that remembers the time before the suns...

Your journey begins now. Which sun will you serve? Or will you forge a third path?