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5e Campaigns

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CampaignCoverMock - November 26
Level 7-8 · Buried Evils Pt II
$15.00
Baldur’s southern lands are in strife as Orc Marauders begin to raze the unguarded borders of the kingdom. With little choice but to hire mercenaries, the crown turns to the elite mercenary company of Banimal, a corp whose numbers are few, but each soldier counts for ten grunts in any other army. Now they must repel the Orc invaders, and delve into the heart of their homeland to find what drives them, and put an end to it. In Buried Evils Pt II the party is hired as subcontractors by the Banimal Mercenary Company to aid them in their current assignment in Baldur’s south. They are to act as a strike squad and scouts as they move through territory that has been ravaged by marauding orc tribes, but will find themselves pulled along also by two paladins whose mission runs parallel with their own, but act out of piety, rather than profit. As the party witnesses the devastation left by the Orcs, they will be forced to follow it over mountains and under jungle canopies to find the source of their bloodlust.
CampaignCoverMock - October 26
Level 4-6 · Buried Evils Pt I
$15.00
A shadow has stretched over the secluded coastal town of Westlook for sixty years. In its depths, a dark evil has stirred, and now begins to awaken as the indoctrinated residents prepare for the harbinger of the world’s destruction, and their descent into his fathomless embrace. Only a few brave heroes may stand against them now, and if they should fail, all will fall to a cold ruin beneath the waves. In Buried Evils Pt I the party becomes trapped in the town of Westlook after their ship is damaged in a storm, and mysteriously disappears from its berth the morning after they arrive. The town feels oppressive, and as the party will find out from the few others that share their predicament: it is altogether an evil place. Something dark dwells beneath, its grip tight on those who call the accursed place their home. With a clock beginning to tick, the party must unravel the plans of the town, before they spell doom for all.
CampaignCoverMock - September 26
Level 6-8
$15.00
The Drow of Lo Fuin have long been a secluded people, owing to the deadly nature of their homeland. In recent years, the Glanbelite Moon Drow have open limited contact with outsiders in the expeditionary outpost of Zander’s Peril, but that has suddenly ceased. A schism is brewing within the ranks of the Moon Drow, and they suspect outside influence to be the cause, be it the Overworlders, or their Irinaxi Spider kin. Either way, they are now at each other’s throats, and peace is carefully balanced on a knife’s edge. In Schism of the Drow the party undertakes a quest that no other adventurers at Zander’s Peril dare: to escort a conjurer through the deathly swamps of Lo Fuin to the Glanbelite Drow city of Hirika. Whilst the journey itself is seen as nigh-suicidal with the friendly Drow no longer tending the route, finding entry to the city may be almost as difficult. If the party does manage to make it inside, they will find that tensions within the ranks of the Glanbelite Drow are bubbling, and the fabric of their once-peaceful society is beginning to unravel.
CampaignCoverMock - August 26
Level 4-5
$15.00
The realm of Grimmvale is one untouched by the greater happenings in the world of Minera. It is its own world, one where its clocks tick to a different rhythm, and where fable and fairy tales are fact, not fiction. It is here that dark tidings stir in its heart, as the Dark Queen Mallory threatens to envelop the land with her tyrannical rule, and only a few remain to stand against her. In The Tales Grimm the party finds themselves in a world unmapped and alien after accepting a simple quest to find a missing husband. Trapped in this new world, the party must find a way to return to the land from whence they came, and hopefully find the missing husband while they are at it. Things won’t be so simple, however, as the Dark Queen Mallory who rules over the land will not easily let those from the world beyond leave.
CampaignCoverMock - July 26
Level 9-10 · Dire Tidings Pt III
$15.00
Limlight was a village mostly spared by the Dragonblight outbreak two years prior. Now it has become the epicentre of the latest outbreak, trapped in an arcane quarantine. The clock is ticking until all within are infected, or wiped out by the kingdom’s contingency and containment plans. A squad of elite knights and paladins now enter, volunteering their lives to try end the outbreak and purge the plague. In Dire Tidings Pt III the party is trapped within the arcane quarantine zone of Limlight Village. The village is a victim of a new strain of Dragonblight, which has erupted only recently. It was very swiftly quarantined by arcane mages of the kingdom of Draksborne, who are now threatening that the entire quarantine zone will be purged in three days, if those inside are not able to end the plague themselves. With the hourglass quickly emptying, the party will need to join forces with a group of volunteers who have entered the quarantine, in a bid to eradicate the infestation and save the lives of hundreds of survivors.
CampaignCoverMock - June 26
Level 6-8 · Dire Tidings Pt II
$15.00
The University of Canos is one of the oldest and most prestigious arcane institutions on the continent of Tharador. It is a vessel for transforming raw, unrefined magic-users into elite mages, either of the court or lab, whilst some paths also exist for those who intend to use magic in creative pursuits. It is currently rebuilding itself, two years after Dragonblight tore it down. Whilst campus life continues in a strange, quiet peace, something sinister stirs within. Students continue to go missing, and the staff are turning to desperate measures to find out why. In Dire Tidings Pt II the party must enter the University of Canos undercover as students, investigating a series of mysterious disappearances with six students currently missing in the school. Only her and one other investigating staff member are aware of their status, and the party will have to go through all the highs and lows of life at the Arcane University to immerse themselves in their roles, and uncover what has happened to the missing students.
CampaignCoverMock - May 26
Level 3-5 · Dire Tidings Pt I
$15.00
The Crucible of Belfrie is a well known secret amongst the elite of Tharador’s nobility and high society. A bloody arena hidden in the mountains and run by the Belfrian Merchant League. It is currently undergoing its yearly tournament, with plenty of fresh blood to be spilt on the sand, and imposing monsters from across the continent to be battled. Though beneath the gold and glory, a nefarious conspiracy is beginning to stir. In Dire Tidings Pt I the party each receives a mysterious letter summoning them to the city of Velandria. There they are brought to the Crucible through a teleportation circle, finding they have been chosen by a mysterious sponsor to form a team for the latest tournament. Blood will be traded for gold as they fight their way to the championship of the arena, uncovering a dastardly plot as their battles progress.
CampaignCoverMock - April 26
Level 1-6
$15.00
Rumours pass across Tharador of a castle, ominously appearing at the outskirts of many cities. Many have ventured into its depths in search of treasure. Few have returned from within. Those that do remain silent about their experiences there, yet it does not stop more adventurers from trying. Whether they will find gold or death, is entirely up to their own grit and ability. In Bastion of the Wandering Mage the party is able to play three separate mini-modules from level 1-6, or combine them into a complete overarching campaign spanning the same level range. The Bastion of the Wandering Mage is appearing across Tharador, and the party is one of many compelled to brave its depths, in search of riches. Though it will be no easy task, for the castle’s denizens would not easily let their home be plundered.
CampaignCoverMock - March 26
Level 8-9 · Divine Gambit Pt III
$15.00
The dark forces of Mindoriel’s Spawn have invaded Syelden, the Endless End. Tharador’s afterlife of infinite planes, each tailored to the souls that reside there. The Tharameni and their devout protectors must fend off the evil of Idinhelieth, the harbinger of disease and pestilence, before his rot corrupts even the most pure of places. Should they fail, the afterlife would become a torturous hell for all. In Divine Gambit Pt III the party awakes in the blackness of the void, after having suffered an untimely end. They discover, however, that the sanctuary of heaven has been breached by the forces of evil, who are slowly destroying the fabric of the afterlife. They must band together with other survivors to drive the forces of the abyss out, restoring order to Syelden and the infinite planes that exist within it.
CampaignCoverMock - February 26
Level 5-6 · Divine Gambit Pt II
$15.00
The Cult of Seroca has dug its invisible claws into the heart of the ancient city of Hinatal. Their motives are a mystery, but the leaders of the city seek urgent aid in ridding their foul influence from the city, before they can cause greater ruin. The ancient Sun Elves have suffered much through the past centuries, and refuse to have their suffering be for naught at the hands of upjumped zealots. In Divine Gambit Pt II the party begins in a Hinatali prison, only to be freed by their same captors due to an alleged prophecy passed to a seeress by the Great Sun Glanion. Their task, in exchange for their freedom, is to uncover the cult whose tendrils wrap around every manner of Hinatali society, and begin to uproot them. Though quickly things go awry, as the conspiracy of Seroca begins to unravel.
CampaignCoverMock - January 26
Level 3-5 · Divine Gambit Pt I
$15.00
As the year draws to a close, the Church of the Tharameni sends an expedition of its finest warriors into the sands of Sudd Tohst. For the last year rumours have passed on the wind of an evil rising in the desert, yet every group sent by the Church to investigate failed to return. Now with little choice, they send a hundred of their finest to brave the desert, uncover what evil dwells within it, and put it to rest. In Divine Gambit Pt I the party accompanies the Church of the Tharameni on an expedition into the cruel and godless lands of Sudd Tohst. Alongside a hundred of the Church’s finest, they are searching for a source of a festering evil that has taken the lives of hundreds of previous church members. Though soon after they arrive, they will discover why those previous expeditions all perished so quickly, and will be in a desperate fight for survival in the gruelling desert.
CampaignCoverMock - December 25
Level 5-6
$15.00
In the fires of rebellion, some of the more dastardly members of Baldurian society choose to make their plays. Such it is that while the city of Grimgate remains under Martial Law, that the city’s gangs come out to play. With their forces spread across the city in secret passages and speakeasy establishments, the undermanned Order Force is helpless to spare manpower against the growing presence of organised crime. The only hope is a small task force led by Senior Justiciar Gwendolen Proud, whose aim is to dismantle the two biggest players. In Gangs of Grimgate the party is caught in the centre of a battle between justice and gold. The two largest players in Grimgate’s criminal underground are gearing up for war. A small undermanned task force of the Grimgate Order Force is seeking the party’s help to stop them before more blood spills onto the streets. Though with the party receiving their own offer to join one of the gang factions, their loyalty might waiver under the weight of gold.
CampaignCoverMock - November 25
Level 8-11 · The Red Autumn Pt III
$15.00
As winter draws near, the World Explorers’ & Hunters’ League seeks experienced hunters to take up a series of dangerous contracts. Dangerous monsters are scattered across Tharador, and in times of desperation, the people of Tharador empty their coffers for the services of the WEHL. The organisation who charges top coin to complete the jobs that no one else can, and regardless how many hunters they might lose, they never leave a job unfinished. In The Red Autumn Pt III the party join the World Explorers’ & Hunters’ League as rookie hunters, hoping to prove themselves, and make coin while doing it. The contracts they undertake will take them across the continent of Tharador, from sandy deserts to icy plains. As they ascend the ranks of the WEHL, their foes will become more deadly, and the respect they garner from their comrades and the public will grow with it. This freeform module allows a party to play at their own pace, and enjoy unparalleled freedom for a prewritten module.
CampaignCoverMock - October 25
Level 6-7 · The Red Autumn Pt II
$15.00
An ancient land full of myths and legends, Nordheim is wrapped in mystery that seldom receives answers. For outsiders in this land are shunned, and few that enter its dense woods leave, especially in recent years. The people have begun to worship a new pantheon, one that declares itself independent of the Tharameni who have always ruled over Tharador, and their intolerance of outsiders has grown to pure hatred and revilement. In The Red Autumn Pt II the party is tasked with slaying a Fire Jotunn in the mysterious region of Nordheim in Mayreth. The Fire Jotunn is stoking the embers of a long dormant volcano, threatening to destroy much of the land and plunge the region into famine should the giant succeed. Yet, their quest quickly becomes more complicated, as the ancient land of Nordheim holds many secrets, and will not so easily let them leave.
CampaignCoverMock - September 25
Level 4-5 · The Red Autumn Pt I
$15.00
Baroness Noctra is throwing an extravagant masquerade soiree, and you’re invited. On the tenth anniversary of her return to Castle Beaufax, the mysterious Baroness has sent invitations out across her realm and to nobles beyond, hoping to relish in the celebration under the first full moon of Autumn. Yet the faces of guests and hosts are not the only thing veiled by this masquerade, as its darker nature will not be discovered by its guests until the very end, at which point, they will already have become the main course for Noctra and her denizens. In The Red Autumn Pt I, party members will find themselves responding to an elusive, if seemingly simple task posted by the World Explorer’s & Hunter’s League (WEHL) for a rather lucrative reward. With a spate of disappearances in the settlements near the Reinmark Mountains, the party is asked to look into the sole correlation to them all. Since the arrival of Baroness Noctra de Blanc in Castle Beaufax a decade ago, the disappearances began, and while any who have visited her castle and many parties can affirm, the Baroness herself is a charismatic, warm woman. Yet none can argue that these tidings only came after her arrival, thus, incognito the party must stake out her latest masquerade, and find any evidence they can of what might be causing the disappearances.
CampaignCoverMock - August 25
Level 8-9
$15.00
Mysterious visitors from worlds beyond have emerged in the depths of Tharador’s Underground, servants of a cosmic parasitic fungus known as the Eldraeth. Minera is the latest world that the entity has set its sights on, and its servant, Vaezirak, is the enactor of its will. In its juvenile stages, the Eldraeth can still be defeated, before it grows out of control, and only the Glanbelite Drow of Lo Fuin are present to stand against it. In Web of Worlds, the party is tasked with escorting a mysterious man through the Drow and monster infested swamps of Lo Fuin, taking him to the capital of the Glanbelite Drow. Yet when they arrive at their destination, it becomes clear that there is more at stake than gold. The fate of Tharador may hang in the balance, as an otherworldly threat emerges from the depths of Lo Fuin’s Underground.
CampaignCoverMock - July 25
Level 3-4
$15.00
The crew of the Gilded Seahorse set sail to uncover the Damned Galleon, a shipwreck somewhere off Tharador’s southern coast that is said to hold a fortune of gold for those who dare search for it. Though the search may very well just add another crew to the ranks of its cursed guardians. Most of those onboard having nothing to lose, and they’re readying to brave the perilous sea for fortune and glory; carving their names in gold in the annals of history. In The Cursed Voyage the party has responded to a job offering with “a mountain of gold” promised in pay, though a hazard warning of “near certainty of death.” With nothing to lose, they join the crew of the Gilded Seahorse, a group of scallywags and ne’er-do-wells who have spent the better part of a year searching Tharador’s southern seas for the fabled Damned Galleon and its bounty. Now, Captain Baradin is sure of its location, promising one final voyage to those brave enough to stand by him, and come face to face with the pale visage of death.
CampaignCoverMock - June 25
Level 6-7
$15.00
The dragon clans of the Silverscales and Darkscales have inhabited Dragonmaw Isle together for almost a thousand years, yet a tenuous peace has always kept their blades and fangs sheathed. Now that peace has broken, and war has engulfed the isle. A battle for survival is thrust upon the Darkscales, whilst the Silverscales try cement their domination. Caught up in this is the survivors of a recent shipwreck on the isle, who are promised safe passage off the isle by both factions, provided they help them. In One Evil for Another the party finds themselves shipwrecked and marooned upon a mysterious island, one inhabited by monstrous creatures and two warring Dragonkin clans, the Silverscales and Darkscales. It becomes clear that the war is reaching its tipping point, and both factions vie for the party’s allegiance, offering them passage off the isle in exchange for helping them end the war and obliterate the opposing clan. For the party, they will be forced to make difficult decisions about which clan they should tie themselves to, while witnessing the horrors of war on both sides.
CampaignCoverMock - May 25
Level 3-5
$15.00
The Spotless Wood has become embroiled in a strange mystery as the creatures of the Fey realm begin to exhibit unusual behaviour. With the Feywalkers believing these changes may be a result of the unstable wild magic leaking into the land, they send a small team to investigate. Yet simultaneously, in the mortal world, an entire village in the woods has disappeared, and the local jarl has sought for a group of adventurers to investigate the disappearance and return as many villagers safely as possible. Two worlds will inevitably collide as the peculiarities for both sides become clearly intertwined. The villagers of Nörrgus have eerily disappeared. Footsteps halt in their tracks, and an uncanny silence hangs over the woodland hamlet. The party finds themselves caught in the middle of it, either hired by the local Jarl to investigate the mysterious disappearance, or stumbling upon it themselves when they travel into the town. They’ll have to piece together what happened to make sense of it all, and ally with the mysterious Feywalkers to delve into the unseen world of the Fey to find the missing villagers, and do their best to bring them back home.
CampaignCoverMock - April 25
Level 7-8 · Liberty or Death Pt III
$15.00
Knights of Draksborne and Baldur face off against each other in the ruins of Grimhelm. The Draksbornian embassy destroyed in Baldur’s own civil unrest, Draksborne has seen fit to send their most elite forces to try to contain the violence, and hold those accountable to justice. Yet neither the rebels nor the military are claiming responsibility for the act, only leading to Draksborne’s ire. With Baldur not allowing Draksborne ships into their port, violence has resulted, with the city of Grimhelm besieged. A simple peacekeeping operation has now turned to war, and there’s little time left before Draksborne moves into the city. The petty squabbles of kings once again tears apart the lives of the innocent. As the fires of rebellion burned through Grimhelm and the Inquisition ousted any enemy of the King they could, the embassy to Draksborne was destroyed. In Liberty or Death Pt III: A Grim Siege, the party will be pitted into a three-way war as Baldur and Draksborne fight for control of the city. Draksborne seeks responsibility and justice for their destroyed embassy and slain citizens, yet neither the rebels nor Inquisition claim responsibility for the incident, resulting in Draksborne now choosing a path of violence and vengeance. The party will need to do their best to curb the violence, destroying the invading fleet or mediating a peace agreement. Yet they will quickly discover not all feuds can be settled with words.
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