A Tabletop Roleplaying games group that play Dungeons and Dragons 5th Edition at Kenmore Village and Kenmore Library , Brisbane, Queensland, Australia
We play open table, with multiple DMs in the same game setting. Whoever shows up gets to play if there is room.
For discussion and event notification, go to our Facebook page:
What to Expect
11am – 3:30pm
Sat Jun 24
Sat Jul 8
Sun Jul 23
Sat Aug 5
Sun Aug 27
Sat Sep 16
Sun Sep 24
Sun Oct 8
Sun Oct 22
Sat Nov 11
Sun Nov 26
Sat Dec 9
Sun Dec 17
When you first show up you will see there are several tables and each has its own dungeon master. The DM’s are approachable, just say hi and that you would like to join. It may be that all the tables are full to the brim, in which case you will be asked if you would like to observe for this session.
Tell the GM if you have not played before and you will be given a very brief run down of how the game works. You don’t have to read the rule book to get started but it is useful over time to become a masterful player.
The basics are that you are provided with situations and describe what your character will attempt to do. The DM will determine how that turns out. Sometimes you roll some dice according to the skill check or combat rules and information about your characters abilities, written on your character sheet, will adjust the likelihood of getting a good result.
On joining a table you may be given a pre generated character. If you would like to build a character yourself before you come along then grab a character sheet pdf and make a character according to the core 5th Edition Player’s Handbook at 1st level, no evil alignment choices allowed. You will also be given a log sheet and a beginners map of the DM’s domain
When playing we play with the rules pretty much as written, with the exception that experienced points are divided into raw and gained experience. During play you will get assigned experience points that are added to your raw experience total. After your character takes long rests or spends a day spending money on assimilating their experience then some of it will get transferred from raw to gained. When the gained experience is enough to take you to a new experience level then you can adjust your character sheet accordingly.
Adventures End Where They Started
When the time for playing runs out all characters are assumed to return to the home location for the domain you are playing in. You don’t get to continue on from where you are in the adventure. You note how long it will take your characters to return home and add that to the date in the game world to determine when your characters arrived home.
Time in the Game and Your Second Session
In the game world they use the same calendar as we do in the real world. At the start of a session the date in the game world is always the same as the date in the real world. So if it is 14th June 2020 in the real world it is also the 14th of June 2020 in the Polemar game region. As you play the session many days may pass so the session may end with the date in the game world in the future from the real date.
You record the start and end dates in the game world for your session on your session log. The next time you play there will be a gap of time between your characters last date of play and the session’s current date. You then go through the process of tracking what your character did during that gap, while not adventuring. This can require the spending of money for a given lifestyle and dice rolls for life events that may help or set back your character a little. You also track the conversion of raw experience to gained experience and consequently may increase your character’s experience level.
Many of the adventure sessions have been written as session logs. You can find links to those logs on the Strange Flight Session Write Ups page. You can also search for them in the RPGGeek D&D 5th Ed Session forum.
Dungeon Master Domains
Dungeon Master: Danny
Dungeon Master: Andras
Dungeon Master: Nick
The Nature of Dragons
Dragons in this campaign are a single species. Their children may be any dragon type rather than breeding true by colour. The dragon life-cycle has some behaviour attached:
- Wyrmlings live in the lair of the dragon where their egg was hatched, usually the lair of either the father or mother.
- Young dragons leave the birth lair and set up their own lair just on the edge of the older dragons territory. There they begin to build strength and amass a portable treasure. When they are about to become adults they set off for their preferred terrain type, however far that may be, to set up their own extended lair and begin seeking a mate and extending their treasure.
- Adult dragons have extended lairs and minions. Within 5 to 15 miles of their lair they will have a bathing space, a feeding space, a reclining space, a pedestal and amphitheatre on which to sit and give orders to their minions, and a tribute space where their minions bring them treasure and food. When a male wishes to mate he also builds an offering space and loads it up with the treasure he is willing to part with in exchange for a female to mate with. If a female takes the treasure she will mate with the male and lay d6 eggs, half in his lair and half in hers. Each of the six hexes adjacent to the lair hex may have one, and only one, of the special places. Adult dragons will fight any dragon that enters their realm other than their mate or the children that they reared from a wyrmling.
- Ancient dragons no longer seek to mate, but they do like to continue to amass their treasure and adorn their special places to aggrandise themselves. They no longer tolerate any other dragon in their territory.
Adult dragons establish their lair in their preferred territory type and will recruit minions to do the boring work, though the dragons do like to construct part of their own structures, and especially to adorn them in various ways.
Minions will be goblins , bullywugs, kobolds, gnolls, and lizardfolk, with 2d6-1 settlements in hexes outside of the dragon’s domain, only one in any given hex.
Young dragons will raid civilised areas for treasure from time to time, usually merchant caravans are targeted. They will commonly attempt to get a chest or a sack of treasure without having to bother fighting for it, unless they are hungry, or cranky, or its a Tuesday.
Adult dragons don’t bother to raid anywhere, getting their minions to bring them treasure and food in return for some somewhat unreliable protection, although fear will often keep enemies away. So the minions can be found raiding civilised lands and also mining and fashioning treasure of their own.
If a dragon with a treasure lair dies then the following tends to happen in roughly this order.
- any young dragon wards will raid the lair for portable treasure. If there are several wards they may fight over it, some may die.
- adults seeking to build a lair in this area will try to take up residence in the lair. Again this can result in a fight if there is more than one contender.
- If no dragon takes up residence then the minions will immediately look to raiding the lair for as much treasure as they can grab. They will kill any wyrmlings if they are present and eat any unhatched eggs. Combat may break out among the minions.
- Bandits and adventurers tend to be the next group to show up looking to get what they can from the lair.
- A military force from a local lord may also arrive to try and lay claim to everything they can.
Think of dragon lairs as a set of rings. The inner ring is the lair area, then the dragon lifestyle ring where minions will be found interacting with the dragon, then the minion encampment ring and finally the minion raid and forage area around the outside.
This sets up a lot of scope for encounters, treasures and rumours in the hexes within 20 to 30 miles of each dragon.
The Gods Themselves
The Forces have little to do with things in the world, they are reactive. To them the Gods and Demi Gods are a discomfort. If one of the gods or demi gods seems to cause them enough discomfort then a force will influence the world to bring that gods base of worshippers, their presence and their plans down a notch.
The Gods view for hierarchical power in their transcendent dimensions. Their power base only partially references their position in the world, although the world will form part of their schemes against one another.
The Demi Gods have not gain a strong footing yet within the transcendent dimensions and are most reliant on their worshipper base and worldly position. They will more frequently respond to exceptional needs of their worshippers and use worshippers as minions for their plans.
|Waaryag||Wind, Storms and Erosion||nature tempest trickery|
|Chresis||Time and water flow||nature life knowledge|
|Voxum||Fire and light||light tempest war|
|Uultan||Darkness and cold||light trickery war|
|Jord||Solidity||knowledge life war|
|Micord||Hammer of the Underdark||war, light|
|Juona||Empress of Heaven||light, knowledge|
|Fortuna||Goddess of Luck And Misfortune||trickery. Tempest|
|Dortmund||Lord of wastelands and swamps||nature, tempest|
|Exalt||Bright Enemy Pretender to the throne of heaven||life light|
|Tibalt||God of Craft and Invention||knowledge war|
|Fox||Trickster and Embodyment of Magic||trickery knowledge|
|Halana||Lady of Trees||Nature light|
|Mend||Champion of lost causes||life, trickery|
|Estra||Lady of health and growth||life nature|
|Losh||Spider of the Dark Swarms||nature, trickery|
|The Demi Gods||Description||Domains|
|Guunrish||The Great Orc||war life|
|Malwal and Vara||Elvish Bringers of Dragons||knowledge life|
|Tincrowdoor||Gnome bringer of Wealth||light, knowledge|
|Tiamat||The Great Queen of Dragons||trickery, war|
|Raandrish||Orc of Sorcery||knowledge tempest|
|Fushfallah||Half Elven Huntress||nature knowledge|
|Pentak||Wizard of Lights and Mists||light tempest|
|Veercan||Lich Warlock Sovereign of the Undead||life tempest|