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5e Campaigns

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 - 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 - 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 - 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 - 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 - 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 - 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 - Feb 25
Level 3-4 · Liberty or Death Pt I
$15.00
The cogs of revolution are beginning to turn as the downtrodden members of Baldurian society revolt against their noble rulers. Spearheading the rebellion from behind the scenes is the great inventor Tomas Lumens, creator of Tharador’s first automaton. Though their cause is noble, their means to reach it holds no boundaries, and already hundreds have perished from attacks orchestrated by the group. Baldur’s Inquisitors and Inventors’ Society must band together to cease any further bloodshed, and bring a swift end to the uprising before more lives are lost. The clock is ticking in February’s Campaign, Liberty or Death Pt I. Time is of the essence as a spate of terrorist attacks threaten to plunge the city of Grimgate into chaos. The party has been hand selected to engage in observation and investigation of suspected culprits, a group of rogue artificers operating in the city’s underground. Though as their investigation unravels their plans, they might find themselves questioning what side of history they want to be on in this dispute, and whether the price of freedom should be paid in the lives of innocents.
CampaignCoverMock - November 24
Level 3-4
$15.00
The Crescent Moon Casino is one of a kind, a flowing river of gold and debts for the Rossa Cartel that runs the place. The stories of miracles and marvels in the building far outcry the scores of tales of misery and malcontent, with the cartel paying off criers to announce every time somebody won big in their casino. For too long it’s funded the other heinous crimes of the syndicate, and the Golden Griffins have chosen to finally cut the neck of their enemy’s golden goose, planning a heist on the casino during its sixtieth anniversary weekend. But the Cartel won’t give up the riches of their vault without a fight, and they aren’t afraid to break the skulls of anyone caught trying. November’s Campaign – Heist of the Crescent Moon, is casino heist one-shot. The party is hired by the Golden Griffins as outside contractors, aiming to case and plan a heist of the illustrious Crescent Moon Casino in the heart of Tradver. Though the Casino is a central attraction in the city, it is an open secret that it is owned and operated by the nefarious Rossa Cartel, an international crime syndicate known for their illicit trafficking operations which often end in bloodshed when they encroach on rival gangs. The night of the heist is their sixtieth anniversary weekend, and the Cartel has brought in a mega-jackpot to celebrate, stored in their vault. Though the prize is bigger than ever, so are the stakes as their security is on high alert, expecting someone to do something stupid. That someone is you and your crew.
CampaignCoverMock - September 24
Level 4-5 · The Rupture Pt II
$15.00
A calamitous onset of natural disasters has torn apart the very bedrock of the land of Tharador. A gaping chasm stretches for hundreds of miles across the land, its maw swallowing whatever unfortunate souls lay in its path. Yet in its wake, untold destruction emerged, and none felt it worse than the Dwarves of Dornat Al Karit. In the city of Delvdor, the ancient Dwarven foundations have turned to rubble, and from the depths of the chasm emerges wretched creatures lost to time. Should the Dwarves wish to survive and rebuild, they will be forced to ally with their Dark Dwarven kin, who themselves may have more nefarious plans. September’s Campaign – The Rupture Pt II: Dwarves of the Deep continues our latest adventure saga, as the party is thrust into a turbulent Dwarven city reeling from the devastation of the Rupture. As the Dwarves are onset by horrors from the depths of Tharador, they too find themselves amidst an uprising as the Dark Dwarven brethren they had taken on as refugees and labourers plot to overthrow the city that hosts them.
CampaignCoverMock - August 24
Level 1-3 · The Rupture Pt I
$15.00
As the Elemi War of Reclamation rages on, a stalemate is felt in the far away lands of Abunen Kolden. Yet the peaceful shores of the Tharadori Elemi now too have seen their first bloodshed, as an Edradori Elemi strike force has landed there, laying waste to a small seaside town. With most of their own forces overseas, the Elemi of Tharador are forced to assemble a ragtag team to defend their homeland, led by their prestigious religious figurehead, Kitarlia of Tenger, the Incarnate. August’s Campaign – The Rupture Pt I: War of the Elements, begins our latest starter campaign saga. As the shores of Tharador’s south come under attack from hostile invaders, a ragtag and desperate defense force is mounted of any who might answer the call for aid. Though the enemy is well organised, they are led by a religious figurehead: a young general, Andrazia, a girl proclaiming herself to be the true Incarnation of Maethromin, the God of Elements. Though Kitarlia, the Incarnation of Maethromin residing in Tharador claims this must be a falsehood, and aims to strike down her rival and drive the invaders from the shores of her homeland.
CampaignCoverMock - February 24
Level 7-9 · Lifting the Veil Pt II
$15.00
Beneath the swamps of Lo Fuin, the Drow have dwelt in isolation for thousands of years. In their minds the surface was a place encroached in evil, and Tharador’s war against the dark forces of Mindoriel was lost. Through dozens of generations these tales have grown more macabre, and twisted stories have led the Drow to take on their own monstrous practices in a bid to survive the dangers of Tharador’s Underground. Yet there are some among them who dissent, wishing for their people to return to the surface, and join the world above. February’s Campaign – Under Darkness, acts as a followup to the events of Adventure Calls, while also serving as a standalone module with its own self-contained story. The nefarious Duke Conrad has fled into the Underground of Lo Fuin, vanishing without a trace. The party with a bounty on his head must follow him through a portal, though will find themselves in an alien and hostile world when they arrive. Only a few of the Undergrounds residents will be speak to them without a blade at their throat, and the party will need to navigate a Drow culture on the cusp of a bloody civil war, which the Duke has used as his cover in his escape. But the Drow are reeling from a recent plague which has gripped many villages in the Underground, and the party finds themselves investigating its causes, in hopes it could lead to the Duke.
CampaignCoverMock - January 24
Level 1-3 · Lifting the Veil Pt I
$15.00
Belfrie is in a place of unrest and lawlessness. In the wake of the brutal Liturium War coming to its end, much of the kingdom’s law and order is stretched thin, with thousands of its soldiers and guards having perished in the war, and larger garrisons remaining in their foe’s occupied territory. Goblins, bandits, petty gangs and other creatures run amok in the kingdom. Where soldiers and guards would once deal with such trifling matters, it now falls on the shoulders of hopeful, would-be adventurers, wishing to restore order to their land. January’s Campaign – Adventure Calls, aims to act as a stepping on point for a new adventure in Tharador, introducing players to the world and also to some key concepts of D&D and adventuring. As local muscle is spread thin, the Belfrian Merchant League must turn to a group of unproven adventurers to aid them, as bandits and goblins are seemingly cooperating in tactical strikes against their trade routes along the Tradver river, both by land and water. The party will uncover what devious machinations have led to such an unusual alliance.
CampaignCoverMock - Apr 23
Level 3-5 · The Last War Pt I
$15.00
The Liturium War has resumed in full conflict. The two-year ceasefire has ended and full blown conflict now ravages the border between Formen and the High Elven Kingdom of Leacianus. The Golden Griffins have been stationed on a mountainside near the border to intercept the Leacianan strike force. Many of their greatest warriors make up this regiment, though unknown to them is that equally powerful warriors await them on the other side of the Arcane Dome, ready to strike. The Last War Pt I: One Final Effort, sees the beginning of the escalation of the Liturium War which has burned in Tharador’s centre for four years. As the latest ceasefire comes to an end, both sides unleash everything they have left in one final effort to a swift victory. The party takes on the role of a squad in the Golden Griffins defending a Liturium Pylon that will be used to take down the the enormous Arcane Dome that surrounds the High Elven Triarchy of Leacianus, but the Elves are as desperate as the human Coalition and will do anything to win.
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