D&D 5e | The Cost of Kindness | A Solarpunk Campaign

D&D 5e | The Cost of Kindness | A Solarpunk Campaign

Trouble rises underneath the city of Seyvi, beneath the eyes of the masses. The court seeks the help of the bravest them to investigate.

TYPE

Campaign

LEVELS

2–12

LANGUAGE

English

EXPERIENCE

Open to all

AGE

All Ages
3 NEEDED TO START
$15.00

/ Session

Details

Bi-weekly / Thursday - 7:00 PM UTC

Session Duration / 2–3 hours

Campaign Length / 10+ Sessions

0 / 5 Seats Filled

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This game will begin once 3 players have joined
About the adventure

The Cost of Kindness is set in the capital city of Seyvi; a rare success story in a world still scarred by an ancient war between Hell and the Abyss. Beyond its borders, the land remains blighted and unforgiving. Within, however, Seyvi thrives on cooperation: food is shared, labor is collective, and no one is meant to be left behind. It is a city built not just to survive, but to prove that something better is still possible. But not everyone believes in that promise. Those who suffered most in the war, or who never quite found their place in this system, have begun to question whether Seyvi’s fairness is as complete as it claims. At the same time, subtle irregularities have started to surface. Resources that don’t quite add up, records that don’t quite match, and quiet disturbances beneath the city that no one seems eager to explain. Individually, these are small problems. Together, they suggest something deeper is shifting. This campaign is about community, trust, and the tension between idealism and reality. Players take on the role of local heroes, people known, relied upon, and woven into the fabric of the city itself, tasked with looking into issues others would rather ignore. The story leans into slow-burn mystery, social dynamics, and moral complexity, where understanding why something is happening can matter just as much as stopping it. This game is for players who enjoy roleplay-driven storytelling, collaborative problem-solving, and exploring difficult questions without easy answers. Expect a grounded tone with moments of unease, where the stakes are personal and the consequences ripple through a community that feels alive. If you like uncovering hidden truths, navigating conflicting perspectives, and protecting something worth believing in, this is the kind of story you’ll thrive in.

Game style

Puzzle / Mystery Focused

Combat Lite

Roleplay Heavy

Meet the Game Master

Less than a year on StartPlaying

About me

I'm Rikkun! By trade, I'm a software developer. I develop and maintain many different apps and services, some even relating to my love of Tabletop. For example, I built an LFG groupfinder for Discord! I've been GMing for roughly 7-8 years at this point. I started because my primary group at the time had completed our story at the time, and our GM needed a break. We were playing D&D 5e 2014. I was bad to begin with, as I think many people are happy to admit. Whilst I had experience in story writing, tabletop gaming is a far different medium to creative writing. Interactive storytelling is far more volatile in how things turn out. I very quickly learned that while one can create a generalised storyline, players aren't always likely to follow the path you set out for them. Some players may even cause problems for the table. Very quickly I had adapted my preperation style, and hardened myself to be able to swiftly address issues amongst players, game and GM, especially during game time itself. I describe myself as hardy. I do my best to always participate in a game, I do my best to take the initiative when nobody else can, and I'll always be thankful to my players / GM. After playing on both sides of the table, I'm deeply aware of the insecurities that can creep in. What I want for everyone at my table is for them to have a good time, and step away with a smile.

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Character creation

Creating your character

Characters begin at Level 2 and use the Standard Array for ability scores. All official material from the Player’s Handbook (2024) is allowed, along with spells from Xanathar’s Guide to Everything (XGE). Characters use standard starting equipment for their class/background, plus 25 gp to spend freely on additional gear, consumables, or personal items. Setting Context: Seyvi Characters begin in the capital city of Seyvi, one of the few stable settlements in a post-apocalyptic world still scarred by the ancient Hell–Abyss war. Seyvi is unusual: it is cooperative, heavily structured around shared labor and resource distribution, and widely considered one of the safest and most functional cities remaining. However, not everyone agrees with how fair or sustainable that system truly is. Some communities, especially those most affected by the war or living in the city’s lower districts, feel increasingly overlooked. Tensions are quiet but present, and small irregularities in daily life are beginning to draw attention. Your characters are local figures of trust or usefulness in this fragile balance. People the city can turn to when something doesn’t quite fit. How Character Creation Works Character creation is flexible and can be done at any time before Session 1, as long as the character is uploaded to the Foundry VTT instance beforehand. Session 0 will be used to support character building, clarify rules, and establish group tone and expectations. It will also include discussion and implementation of safety tools, ensuring everyone is comfortable with the themes of the campaign. Character Expectations This campaign focuses on: - Community-driven problem solving - Moral ambiguity in a society under strain - Investigation, trust, and social consequences - Grounded fantasy with post-apocalyptic undertones Characters should be designed to fit into Seyvi’s society in some meaningful way. Whether as workers, protectors, mediators, or those quietly struggling with how the system affects them. Tone & Playstyle Expect a mix of: - Investigation and slow-burn mystery - Roleplay-heavy social dynamics - Moral and political tension within a “functional” utopia - Occasional danger that escalates from small inconsistencies into larger truths This is not a campaign about saving a broken world. It’s about understanding what happens when a rebuilt world starts to show its cracks.

What to expect

Preparing for the session

I run my games primarily on a mix of Discord and FoundryVTT. Players who sign up to this campaign will be given a link to the server in which the game is to be hosted, which will also contain information about the safety tools and the Foundry instance I use. Players should be aware that I am not prepared to host games for players who do not have access to a computer. FoundryVTT is designed for computer browsers, and has very limited functionality on mobile devices.

What Christopher Garrett brings to the table

I have put a vast amount of effort into crafting and collating a number of maps specifically for the settings, from a selection of creators and some made by myself. The selection of music is vast and can support a number of emotional scenes, from deeply oppressive to somberly hopeful, and I intend to use it to my fullest advantage to compliment scenes. The strongest facet I have is the ability to create escape room-like puzzles that scratch the brain without being overly complicated or trivia based, but also that don't insult you by being so overly easy. This also extends to the world building and story at large, I deeply enjoy leaving hints around that the observant player will look back and say "Oh!". Note taking is encouraged if you enjoy doing it, but is not required to enjoy the game. In terms of playstyle, I aim for a balance between roleplay, investigation, and meaningful encounters. Combat will be present and can be tactical (and challenging, I build many custom statblocks for creatures that aim to challenge), but it is not the sole focus of the game. I generally lean toward Rules as Interpreted with flexibility, allowing for creative solutions and rewarding clever thinking, while maintaining enough structure that choices and abilities still matter. “Rule of Cool” is welcome, especially when it enhances a scene, but not at the cost of bypassing challenge or undermining other players’ opportunities to engage.

Homebrew rules

Health potions are a bonus action in combat and roll for healing. Outside of combat, they heal the full amount. Skill checks are clearly communicated to be risky / dangerous / difficult. They can be any or all of these. Summons act immediately after the summoning creature in combat. You need proficiency in a skill to provide the help action for a check with that skill. Does not apply to non-skill checks. This can be ignored if the person rolling has Expertise. I use Gritty Realism for rests. Short rests take 8 hours, and a long rest takes 1 week. This, however, doesn't mean the game has to come to a crawl when we want to long rest. The time is simply longer.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Christopher Garrett creates a safe table

I use a combination of established safety tools, clear communication, and ongoing check-ins to make sure everyone at the table feels comfortable engaging with the game. Before the campaign begins, all players will complete a Lines & Veils form (a link will be provided). This allows everyone to privately set boundaries around content they do or don’t want included. I require all players to fill this out, even if it’s mostly blank, so I can build a complete and respectful understanding of the group’s comfort levels. These will be compiled into a shared reference (with no personal identifiers beyond what’s needed) and can be updated at any time—if something changes, you can message me and I’ll adjust accordingly without issue. During play, I use a digital-friendly X-Card system, meaning players can say “X” or “pause” out loud, type it in chat, or message me privately at any time. No explanation is required, and I will immediately adjust, skip, or rewind the scene as needed. I also maintain an open door policy, so anyone can step away from the table at any point without needing to justify it. Session 0 will be used to go over expectations, safety tools, tone, and boundaries as a group, as well as answer any questions about how content will be handled. Throughout the campaign, I may do occasional check-ins, especially during heavier moments, to ensure everyone is still comfortable with the direction of the scene. After sessions, I encourage the use of Stars & Wishes as a lightweight form of aftercare and feedback. Players can share what they enjoyed and what they’d like to see more of, either immediately or later via private message. This helps me adjust the game to better suit the group while also making sure everyone feels heard. Above all, my goal is to create an environment where players feel safe, respected, and able to fully engage with the story, knowing they can speak up at any time and be taken seriously. In the discord server I have set up for this game, I have a whole channel set up with this information pinned, and I remind everyone of the safety tools in place before every session. This is doubly so for sessions that may get heavier on emotional notes.

Content warnings

Safety tools used

Frequently asked questions