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5e Campaigns

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CampaignCoverMock - March 25
Level 5-6 · Liberty or Death Pt II
$15.00
A failed attempt on the life of Baldur’s military leader has resulted in the declaration of Martial Law. All magic users have become the scapegoat for this act of treason, and the Crown has let loose the dogs of war, unleashing the full might of the Inquisition against magic users across the kingdom. The Inquisitors have used the opportunity to stretch their arcanophobic dogma to furthest degree, ripping parents out their homes and gunning them down in the street, piling bodies into pyres in town squares. There is few spots of resistance left in the cities, and fewer still among them with the power to stand against the Mage Hunters. The cogs of rebellion turned, but in Liberty or Death Pt II: The Baldurian Inquisition, the party will see the aftermath of a rebellion quickly quelled. In wake of terrorist attacks across Baldur instigated by the late Tomas Lumens, the Crown has responded by unleashing the Inquisition on any they believe might pose a threat or harbour seeds of resistance. This has resulted in them acting with impunity, leaving them boldly tearing suspected dissenters from their homes, executing them in the streets and tossing their bodies into pyres. Radicalisation of the masses has accelerated as a result, and what began as a means to stamp out resistance has only manifested it, yet they do not yet have a leader to bring them to act. Thus enters the party in this campaign, joining and leading the resistance in overthrowing the tyrants who brought unjust deaths to so many of their citizens, yet they must be sure to not lose their own hearts in their pursuit of justice
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 - January 25
Level 7-8
$15.00
The forces of good and evil clash upon the mortal plane once again. As the holy servants of the Tharameni near the completion of Namneri’s Chalice, Nosmarka and her infernal spawn will do anything to prevent it. Once again the mortal plain becomes a battleground for the forces of heaven and hell, though diving into hell might be the only way to staunch the flood of demons being swept onto the land. January’s Campaign – Feet First Into Hell, pits the party against the forces of Nosmarka’s Abyss, demons of ten depths of hell as they aim to halt the repair of Namneri’s Chalice: the font of souls which is responsible for Tharador’s afterlife.The demonic tide has begun to sweep the land, and the only way to stem it will be jumping feet first into hell.
CampaignCoverMock - December 24
Level 6-7
$15.00
The nefarious Cult of the Coiled Serpent has found its way to Tharador’s shores, travelling from the Far East of Edrador where their evil had been uprooted and expelled. Now they seek to sink their fangs into the unwitting populace of this new land, though wardens from their homeland have followed them here in pursuit, aiming to end their evil for good. Should they fail, the cult’s evil will take root in the new land, and only divine intervention could banish it. December’s Campaign – Cult of the Coiled Serpent, sees the party investigating a mysterious string of strange tidings as Tharador’s southlands become a centre of exotic occult magic. Villages have emptied overnight, strange folk wander the land in search of sacrifices and some families have begun sacrificing their children to this new nefarious cult. The party is tasked with investigating and uncovering the cult, and cutting off the Serpent’s head so its followers may perish with it. Though they’ll find traveller’s from the east in their journey, claiming to be pursuers of the cult over thousands of miles, now wishing to aid the party in their search to put an end to the serpentine evil.
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 - October 24
Level 6-7 · The Rupture Pt III
$15.00
A vampire coven hidden in a forgotten isle of the Katarn Sea has been hunting the Werewolves there for the last decade. Now as the Werewolves plot an insurrection against their oppressors, the vampires are set to unveil an unholy creation capable of devastating power. A small group landing on the isle to investigate these sightings of vampires and lycanthropes will find themselves trapped in the middle of it all, with greater responsibility resting on their shoulders than they could imagine. October’s Campaign – The Rupture Pt III: Under the Bloodmoon, acts as the conclusion to our Rupture saga. After witnessing a group of Corpse Collectors bringing mounds of bodies to boatmen at the shore, Moon Priestesses have tracked the corpses to an abandoned colony in the Katarn Sea. There they noted the colony to be overrun with vampires and werewolves, though the two seemed at odds. The Glanbelite Priestesses thus called for an excursion to the isle, to find what nefarious plans the vampires have with the bodies, and to put a stop to it, if able.
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 - July 24
Level 16-20 · Ill Omens Pt III
$15.00
As the deathly veil of Dragonblight’s spread continues to pour over the kingdom of Draksborne, desperation mounts. The secret order of Psithars following the ailment’s origin are drawn to the kingdom’s capital of Sundestra, where the peculiar diseases puppeteer stands to make one final, decisive move. With an army of Mind Flayers at his call, and thousands of souls claimed for his own power, a once-great leader of the Psithars aims to ascend to godhood, contorting himself into a twisted amalgamation of Mind Flayer and Lich. With his newfound power, he aims to destroy Namneri’s Chalice and cast down the Tharameni. There is little left that can stop him, yet some of the realm’s mightiest warriors are forced to make a desperate stand. July’s Campaign – Ill Omens Pt III: Aberrant Ascension, continues the events of Part I and II. The Kingdom of Draksborne is left in ruin as the nigh apocalyptic Dragonblight plague paints a shadow of death across the land. In its capital the disease proliferates unchecked in the tightly knit streets of Sundestra. It is here that the fiends behind the ailment’s spread through Draksborne rear their heads, unveiling their master plan to ascend their leader to godhood. Time is quickly ticking down, and desperation mounts for those who still draw breath untainted by the Dragonblight.
CampaignCoverMock - June 24
Level 13-15 · Ill Omens Pt III
$15.00
Dragonblight grips the vibrant city of Canos. Its southern districts are overrun by the affliction, as bodies contort and break apart, forming into Amalgamations, or keeping as wandering lost souls. Heroes and renowned knights of Draksborne have been sent into its depths to quell the outbreak, but quickly their minds are ensnared with madness, as they too become pawns of the disease, though desperately they fight against it. The city will soon be lost, though there are other heroes who might rise to the occasion, and if they are swift, annihilate the ailment before it claims them too. June’s Campaign – Ill Omens Pt II: A Grim Fate, continues the events of Part I, as the Dragonblight has travelled further south through Draksborne, enveloping its inland trade hub of Canos. The opulent city is under marshall law and strict quarantine with the entire southern half of the city condemned: the bridges destroyed and its citizens lost to the mind altering illness. Though the Royal Navy is set poised to firebomb the lost districts, none can draw close enough without their ship being obliterated by a mysterious force, thought to be a powerful mage taken by the ailment’s madness, somewhere in the depths of the quarantine zone. The party will have to fight their way through the districts, and bring an end to the mage, though six great knights have been taken by the disease as well, acting as sentinels and guardians for the maddened mage.
CampaignCoverMock - May 24
Level 10-12 · Ill Omens Pt I
$15.00
As the tyrannous Duke Conrad lies rotting in the depths of a cavern in Nan Thalias, the heroes from Tradver are now called to face a new, seemingly unrelated threat. A dragon has been spotted in the wilds of Draksborne, setting all manner of creatures into a frenzy with its presence. The locals seek the aid of renowned heroes to save them from a sinister threat, as madness is seemingly taking the minds of many locals, man and monster alike. Though it would seem a dragon is responsible for the ill tidings, the truth is far more dire. May’s Campaign – Ill Omens Pt I: Adventure Continues, acts as a continuation of the events from our “Lifting the Veil Saga.” Though this can also be played standalone with a new party of already renowned or well known adventurers. A dark force has stirred madness into the minds of locals in Draksborne’s north, and even the druids of Brel Alda have fallen victim to it, slaughtering each other in mindless frenzy. Survivors reach out to the party, pleading for the aid of seasoned heroes to save them. Though quickly it becomes apparent that the bloodshed is caused by more devious forces, as it becomes apparent a dragon has made its home in the area.
CampaignCoverMock - April 24
Level 10-11
$15.00
The divine have gathered their champions and fallen heroes in a righteous crucible in a malleable battlefield of which they have complete control of. The machinations of Mindoriel’s Spawn have drawn the attention of the Tharameni once more, and they must test the mettle of their champions and devout dead to prepare them for whatever evils await. Any fallen who emerge as champions of the Crucible, will be allowed to return to the world of the living as an agent of the divine to halt the coming storm. April’s Campaign – Blood for the Gods, acts as a potential follow up for a party that has TPK’d and wants another chance to continue their adventure, or simply fight for blood and glory in an arena of the afterlife.Though this isn’t a story-heavy campaign, it instead creates a fun array of combat arenas and object-based game modes in a tournament setting for the party to partake in. They can be pulled into this arena even from the land of the living as well.
CampaignCoverMock - March 24
Level 7-9 · Lifting the Veil Pt III
$15.00
Within the ceaseless Elven forests of Nan Thalias stirs a clandestine evil that has sat and festered like a poisoned thorn for the last half-century. The machinations of Mindoriel’s Spawn have taken root in the pristine ancient forests, and their evil has begun to draw the eyes of its guardians, though it may be too late as already many have been corrupted and twisted by the poison laid sixty years ago. The few remaining defenders will have to fight through waves of evil as they uncover the source of the sickening corruption. March’s Campaign – A New Leaf, acts as a conclusion to the events of Adventure Calls and Under Darkness, while also serving as a standalone module with its own self-contained story. The Dark Gods Seroca and Idinhelieth make one last desperate play after the folly of their disciple, Duke Conrad. His form twisted and marred, the reanimated Duke flees to the depths of the Elven Forests of Nan Thalias to accelerate the corruption that has lingered there for sixty years. The party must find him and put an end to all this madness once and for all, or the poisonous evils of the Dark Gods will claim countless lives as they wither away all the greenery in the land.
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.
Greywinds Guide Header
$15.00
Welcome to Tharador! This sourcebook, "Greywinds Guide to Tharador" is a comprehensive book for all newcomers to the world of Tharador. Explore its rich history, with everything you need to begin running your own campaigns in this diverse magical fantasy continent on the cusp of industrialisation! Learn the languages, races, kingdoms, cultures and history, then dive into their unique mechanics for use in D&D 5th Edition!
Sun & Moon Header
$20.00
The Kingdom of Mayreth has been ravaged from years of raids, assaults and abductions by the Steampunk Vikings from Alimroth. With little magic of their own and no technology to match, they relied on mercenary mages to protect their towns. But with war engulfing central Tharador, many of these mercenaries have left to the front lines, leaving Mayreth exposed. Thus the humble beginnings of our party as they set off on a quest to drive the Alimrothi Raiders from Mayreth. Yet their success will only be fleeting and they must set out on a quest across Tharador to uncover ancient artifacts that could protect their homeland indefinitely.
Mindoriel's Awakening Header
$20.00
What starts as an innocuous encounter in a stayover town in Tharador’s north unfolds into a much greater world shattering revelation. Creatures of the Dark Goddess Mindoriel are beginning to awake once more. Though the few mortal powers that could halt this are embroiled in war. The party must break through the impenetrable Arcane Dome that surrounds Leacianus and find a seer to bring light to these ill omens, or ultimately find themselves in a battle against Mindoriel and her Spawn as they assault Tharador once more thousands of years since their last defeat.
Strings Unseen Header
$20.00
Assassination attempts on the nobles and wealthy of the kingdom of Baldur sees the party uncovering a greater conspiracy. Fingers point at the meddling of a foreign kingdom, and plans to instigate civil wars and conflict - all orchestrated by some greater malevolent presence. The party travels from the great Victorian-esque and militaristic land of Baldur to the icy wastes of Oldavor in a bid to uncover the source of these assassination orders, and find that things buried and forgotten had not forgotten what buried them. The party must bring an end to these malicious forces before they embroil the whole of Tharador in senseless war.
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 - December 23
Level 8-10
$15.00
Escape from Khandara, sees the party awake in the icy dungeons of an Oldavori citadel, with no memory dictating their arrival there, and scattered memories of their lives before. The strangeness continues as the party meets a diaspora of Colossals whose sanity dwindles, and learn that their minds will begin to fade as well if they do not hastily exit the icy tomb. Yet Khandara seems to hold a trance over them, it will not let them leave, and its guardians will make sure of it. December’s Campaign – Escape from Khandara, sees the party awake in the icy dungeons of an Oldavori citadel, with no memory dictating their arrival there, and scattered memories of their lives before. The strangeness continues as the party meets a diaspora of Colossals whose sanity dwindles, and learn that their minds will begin to fade as well if they do not hastily exit the icy tomb. Yet Khandara seems to hold a trance over them, it will not let them leave, and its guardians will make sure of it.
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