๐ 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.
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
Playable Races
Choose your ancestry:
- Humans - Adaptable and ambitious
- Elves - Graceful forest dwellers
- Dwarves - Hardy mountain folk
- Drakari - Descendants of dragons
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
Factions
Choose your allegiance:
- โ๏ธ The Sunward Order
- ๐ The Pale Circle
- โ๏ธ The Iron Vanguard
Dungeons
Delve into ancient ruins:
- The Tomb of Whispers - Beneath Starhaven
- The Ashen Depths - Below Emberforge
Monsters & Bosses
Face legendary foes:
- King Halric the Hollow
- The Hollow Stag
- The Iron Colossus
- Vorthar the Molten Maw
โ ๏ธ The Balance Shifts โ ๏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 โ๐ฒ 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
โ๏ธ Combat Cheatsheet - Step by Step
Your Turn Order:
- Movement: Up to your speed (usually 30 feet)
- Action: Attack, cast spell, dash, dodge, help, hide, ready, disengage
- Bonus Action: If you have one available (class abilities, two-weapon fighting)
- Reaction: Used on someone else's turn (opportunity attack, counterspell)
Making an Attack:
- Declare Target: Who/what you're attacking
- Roll to Hit: 1d20 + attack bonus
- Check Result: Does it meet/beat enemy's AC?
- Roll Damage: Weapon die + damage modifier
- 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
๐ฒ Dice & Checks
| Difficulty | DC |
|---|---|
| Very Easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very Hard | 25 |
| Nearly Impossible | 30 |
๐ฐ 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)
๐ช 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
๐ 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
๐ 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
๐ฏ 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
๐ 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?