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5e Campaigns

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 - 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 - 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.
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.
CampaignCoverMock - October 23
Level 10-12
$15.00
The Devils You Know, sees the party caught within a conflict of good and evil, though suddenly the lines between those things have blurred. Nosmeni are treated with suspicion and hate as Devil Fever sweeps across the land of Belfrie, turning any with Hellish ancestry into feral beasts. Rumours spread among the populace that their divine keepers, the Tharameni, are to blame. Suddenly the kingdom finds itself embroiled in religious conflict, and only a party armed with sharp swords and sharp minds might be able to bring a halt to the madness, before it escalates. October’s Campaign – The Devils You Know, sees the party caught within a conflict of good and evil, though suddenly the lines between those things have blurred. Nosmeni are treated with suspicion and hate as Devil Fever sweeps across the land of Belfrie, turning any with Hellish ancestry into feral beasts. Rumours spread among the populace that their divine keepers, the Tharameni, are to blame. Suddenly the kingdom finds itself embroiled in religious conflict, and only a party armed with sharp swords and sharp minds might be able to bring a halt to the madness, before it escalates.
CampaignCoverMock - July 23
Level 8-10 · The Edradorian Excursion Pt I
$15.00
The Godless Isle exists as a mere blip between the continent of Tharador and the expansive continent of Edrador. Scholars have little clue how it came to be, as no records of it are kept in any of their lore or ancient Elven tales. Yet those from Edrador are just as clueless.So over the years independent expeditions have been sent to the unmapped isle, yet each has been fraught with their own series of tragedies. Rumours now arise that an old servant of Mindoriel has arisen on the isle, and entire outposts have emptied. Whatever survivors are left on the isle must work together to get off the isle, or stay to fight whatever evil grips the land. The Edradorian Excursion Pt I: Godless Isle, sees a party sent to an island thousands of miles from any mainlands. There they are to act as a rescue, recovery and investigation crew. Though that may be easier said than done. It seems the isle is more inhabited than initially thought, and its existing inhabitants aren’t exactly cooperative.
CampaignCoverMock - June 23
Level 9-11 · The Last War Pt III
$15.00
The Liturium War draws to its end. A month of savage battles has seen Coalition forces cut through the depleted armies of the Leacianan High Elves. Now they have arrived at the High Elven capital: the enormous multi-tiered city of Nirloom, where the ruling Triarchy of Leacianus reside. Here, Artorian Nirloom and his fellow rulers stand in their last defense, holding off as long as they can while they prepare a desperate and devastating weapon that might save their lives, but at the cost of countless others. The Last War Pt III: Battle of the Three Kings, sees the party in the heart of the High Elven land of Leacianus. The capital of Nirloom is under siege, but Coalition intelligence suggests that the High Elves are concocting a devastating weapon that could destroy their entire army, and perhaps even the lands beyond. The Vavanasai, the Icebringer. Already the lands of Leacianus grow cold with the Icy Tempest that has become the Nirloom’s heart, but the Icebringer threatens to enshroud Belfrie and Formen in eternal winter if the Coalition cannot breach the city and destroy it in time.
CampaignCoverMock - May 23
Level 6-8 · The Last War Pt II
$15.00
The Liturium War rages on. The great flying fortress of Nereznion sits above the battlefield, spewing forth arcane constructs that wreak havoc upon the men of the battlefield. With no means to safely push forward the waves of magical constructs, the Golden Griffins are forced to make an aerial insertion into Arcane Dome protecting the fortress, but the Elves of Leacianus have planned for this. Deadly machinations of the Arcane Artificer Netros await the Golden Griffins, ready to tear them apart should they set foot in the flying fortress. The Last War Pt II: Into the Breach, sees the continuation of the Final War saga as the party conducts an aerial assault on the flying fortress of Nereznion that appeared at the end of Part I. The party must fly through the roof of the Arcane Dome and down into the fortress below, Once inside they will face stark resistance by High Elven forces as they must dive into the heart of the fortress and find and destroy the Arcane Core that powers its levitation and the production of Arcane Constructs.
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.
CampaignCoverMock - Feb 23
Level 10-12 · Arisen Depths Pt II
$15.00
The University of Ardris is one of the most prestigious magical schools on the continent of Tharador.Students eager to hone their magical talents and learn the ways of Minera’s Breath travel hundreds of miles to attend the university. Thus the students and staff that make up the University hail from many diverse backgrounds, some even having travelled from lands beyond Tharador to pursue their education. Though the great magical powers that surge from the enormous Tower in the school also attracts many unwanted visitors as well… Arisen Depths Pt II, sees the party investigating a string of disappearances and strange occurrences in the University that began shortly after the delivery of a cadaver of an unknown monster infused with the precious anti-magic metal of Liturium. The staff suspect great entities are at play, and the party must find the cause of the disappearances and do as little to rouse suspicion and fear in the students as possible while they do their best to uncover the truth.
CampaignCoverMock - January 23
Level 7-9 · Arisen Depths Pt I
$15.00
The Hex Hunters: an ancient order of spellswords dedicated to the destruction of the occult and monstrosities. The monsters near their fortress of Zwilling Zwei have begun acting strange in recent weeks. Two masters and their apprentices are sent out to quell the unruly creatures. Arisen Depths Pt 1 sees a party join with Hex Hunters in taking down a deadly Sphinx that has enraged the monsters in Brightstone’s northwest. The journey and fight will prove to be deadly, though an even greater mystery will emerge when they finally reach the monstrosity upon the mountain.
CampaignCoverMock - October 22
Level 8-10 · The Falling Moon Pt II
$15.00
A full moon has hung in the sky above Tharador for several weeks now. In the wake of this omen, a cold wind strikes from the north, and Undead have began thawing from the frozen tundra of the mysterious and remote Mammoth Isle. Only a few brave adventurers might be able to halt such an evil, cutting it off before it is too powerful to stop. The Falling Moon Pt II will continue the events laid in Part I. The origin of Fjornath, an undead Fey Guardian found haunting the forests of Karkanoth has been traced back to the isolated Mammoth Isle off the coast of Greypeak. The isle has been found to be overrun with undead, and the moon glows brighter and casts a violet light on the isle. Through the crowds of frozen dead, the answer to the mysteries might be found.
CampaignCoverMock - September 22
Level 5-7 · The Falling Moon Pt I
$15.00
A full moon has hung in the sky above Tharador for almost a week now. Stuck in place, it moves in neither night nor day, ominously looming and bringing light to the nights. Some say it’s an ill omen, a sign of the end times. Others revere it as a beacon in the night, a good favour of the gods. Though many creatures hunt and become crazed on the sight of a full moon, this has caused a huge slew of deaths to the town of Havenmond. The people have placed bounties far and wide for aid to come to them. The Falling Moon Pt I will be the start of our Autumn campaign saga, also titled The Falling Moon. It will continue events from the end of our last campaign, A Swamp of Horrors, but is played entirely independently with a new party who is unaware of the events of that campaign. This group of new adventurers must instead investigate the monstrous killings in Havenmond, find the responsible culprits and bring them to justice to get that sweet, sweet bounty.
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