Wrath of the Kaiju: Rage of Monsters (Ryoko's Guide)
The Yokai Realms tremble in terror as the might and rage of the Kaiju is awoken, forces of nature that need be slain or calmed by a band of heroes
$10.00
/ Session
Details
2 players following this game
Bi-weekly / Wednesday - 11:00 PM UTC
Session Duration / 2–4 hours
Campaign Length / 13–20 Sessions
1 / 5 Seats Filled
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About the adventure
The Yokai Realms have always been in some sort of turmoil, whether its the fallen kingdom that the people revolted against, the monsters of legend that have called the realm home, or even the forces of nature that are Kaiju; there has been both relative peace and and times of strife. The realms are filled with folklore, stranger beings and forces that would try to both help and help themselves to the bountiful resources of the land. However, it does not compare to the troubles of today as Kaiju have begun to rampage and destroy both the lands and the homes of the denizens of the realm. The five powers that be have unilaterally, without realizing it, have decided to take care of the problems themselves, sending their own agents out to deal with the Kaiju and solve their own problems along the way. The College of Hanabi who seek progress through invention and progress of technology and for all to benefit from their prestige. The Heirs of Kirin who want nothing more than to help the needy and teach others how to heal, to be altruistic. The Rising Blossoms that seek revolution and revolt, for the common folk to do away with the strangle hold of the bureaucracy that keeps them down. The Silk Purse that seek both control and safety for the people of the realm, expensive but dependable. The Charters that seek both the recorded history of ages and to seek the truth in all things. While the agents of these forces may not know it at first, they might be the only hope the Realms have to quell the sudden Wrath of the Kaiju.
Game style
Combat Heavy
Rule of Cool (RoC)
Tactical / Crunchy
Theater of the Mind
Meet the Game Master
3 years on StartPlaying
About me
A guy who loves a good story as much as good combat. Been running games pretty casually for a few years (give or take 5 years), mostly Dungeons and Dragons in my own settings and modules for friends. I improvise when I can/should so I hope we can get along and get some fun games. I take a lot of inspiration from other media like MTG, Warhammer, Yugioh, anime, etc. and things of similar nature to make games.
View Profile →Character creation
Creating your character
Creation will take place at session 0, before and after. Im happy to hear ideas for characters so I can help you properly. We will begin at level 5, stats will be rolled. All official and Loot Tavern material is allowed, but characters must have a race and/or class option from Ryoko's Guide to better fit in with the setting.
What to expect
Preparing for the session
Players will need a discord account, a Foundry VTT account, and a mic. Rules and house rules can be learned as the campaign progresses. Characters will be made during the session 0. If others join afterwards, we can discuss character creation in DMs for ease or on table before or after session.
What Duz brings to the table
Maps, Music, Voice Acting for NPCS (I think I do decently at that), access to the Ryoko's Guide material (subclasses, items, feats, species, etc.).
Homebrew rules
𝙼𝚊𝚐𝚒𝚌 𝙱𝚊𝚌𝚔𝚙𝚊𝚌𝚔𝚜 As long as you have the encumbrance for it, a standard backpack or other means of carrying stuff will carry everything that you can. Roleplay Items While roleplaying, or in other small moments during the campaign, you may pull any object without clear mechanical value out of your pocket or satchel if you think your character would have it on them. 𝙶𝚛𝚘𝚞𝚙 𝙲𝚑𝚎𝚌𝚔𝚜 𝚊𝚗𝚍 𝙷𝚎𝚕𝚙𝚒𝚗𝚐 Whenever someone attempts an ability check and someone wants to help, a player can use the help action to grant a player advantage on the roll. Additionally, when several people want to attempt a check together, it may become a group check. Potions You can drink a potion as a bonus action or full action. As a bonus action, roll as normal. As a full action, get the maximum value of hit points from. 𝚂𝚊𝚏𝚎 𝚁𝚎𝚜𝚝𝚜 Long rests can only be taken in safe and comfortable places. 𝚂𝚑𝚘𝚛𝚝𝚎𝚛 𝚁𝚎𝚜𝚝𝚜 Short rests are only 10 minutes, but are limited to two per long rest. Critical Absolutes Whenever you roll a Nat 20 on an ability check or attack it will always succeed and you get a bonus of information and an additional effect you may impose (within reason). This also applies to enemies. (Critical Ability Checks may not apply to all rolls as the DM may not allow you to roll in certain scenarios) 𝙼𝚊𝚛𝚝𝚒𝚊𝚕 𝙲𝚑𝚎𝚌𝚔𝚜 Once for free on your turn, you may make what is called a martial check. This check equals a d20 + your intelligence modifier and can be used to evaluate your enemy's strengths and weaknesses. These checks can reveal abilities, tactics, or anything else specific you might be wondering about the creature, with the DC being based on the question asked. Additionally, if you think another check (like Arcana or Religion) would be more appropriate, you may make one of those instead. Class Companion Independence. Features that grant you a summon or companion that normally require a bonus action to direct to attack, move or otherwise act will now not require a bonus action, but will take their action directly after yours.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Duz creates a safe table
In Session 0 we will cover the main themes of the campaign as well as several bits of info, such as the Consent Checklist. Generally there will be breaks (One or two), and after sessions we will have some time to discuss how session went and some notes from the players. If something is brought up during the game that I accidentally forgot was in the Checklist, bring it up in the Discord (I am human, therefore I err).
Content warnings
Safety tools used
