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5e Campaigns

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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 - 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 - 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 - 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 - 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 - 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 - 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 - November 23
Level 18-20
$15.00
Draconic Hollows, sees the party charted by the King of Greypeak to explore a deep chasm in the mountains of Donmeir Peaks. A year ago two great dragons were found in a lair there, and its depths plunged into an abyss many kilometres below. Now the King, alongside Glanbelian Drow from Lo Fuin, aim to explore the depths of these caverns, uncovering any dangers that might dwell far below. Though what they won’t expect is the spectacular sights that await them. November’s Campaign – Draconic Hollows, sees the party charted by the King of Greypeak to explore a deep chasm in the mountains of Donmeir Peaks. A year ago two great dragons were found in a lair there, and its depths plunged into an abyss many kilometres below. Now the King, alongside Glanbelian Drow from Lo Fuin, aim to explore the depths of these caverns, uncovering any dangers that might dwell far below. Though what they won’t expect is the spectacular sights that await them.
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 - December 22
Level 13-15
$15.00
Tharador’s Fey stirs once more with unrest. In the absence of Melwyn the Wrath of the Reach, many of his creations and followers have sought to continue his mission. A devious plot has begun to escalate their plans of ridding Tharador’s forests of human interlopers, and only a handful of powerful heroes can put a stop to them. Feywalkers takes your party into a mysterious situation as the Fey Spirits have communed that something is wrong, but what they cannot tell. Illness has begun striking the Baldurian citizens of the towns that surround The Reach. Rumours have said some of these citizens deliriously walk into the forest, and from them return mindless treants hellbent on destroying the towns. The party must find the cause of these strange happenings and bring a stop to them.
CampaignCoverMock - July-22
$15.00
Monsters have begun cropping up through the Dwarven Kingdom of Dornat Al Karit. Though they’ve always existed in this land and the vast barrens between the Western and Eastern mountains, they’ve never been so bold to venture near the towns and villages. Now they’re unleashing destruction on many dwarf-folk, and its up to elite hunters of the international WEHL and the local Dwarven hunters of the Ek Viriktar to stop the madness and find out the cause. The Grand Hunt is the second module in our latest campaign saga: The Untamed Wilds. It sees a continuation of the story from Rampage of the Elements, with the party tasked to assist the Dwarves and another WEHL squad in bringing monsters ravaging the Dwarven Land to heel. Though the WEHL feels something else is afoot with the sudden anger of so many powerful creatures in South-East Tharador.
CampaignCoverMock - June-22
$15.00
Something has disturbed the balance of the Four Elements in Tharador. Great Elemental beasts – personifications of Maethromin awakened from his dream have sprung up from their own deep slumbers across the land, wreaking havoc upon the villages and towns of the Elemi settled around them. Their keepers must do their best to bring the dangerous creatures to heel, lest outsiders be called in to stop the madness. Rampage of the Elements is the first module in our latest campaign saga: The Untamed Wilds. It begins the story of great beasts driven to madness in sudden bouts of rage. The party must travel across the lands of the Elemi, the Elemental Infused people of Tharador that inhabit its southeast. There they must subdue the raging beasts and halt any further bloodshed.
CampaignCoverMock - May-22
$15.00
The Tree of Brel Vardra has stood since the first men walked upon Tharador. Now its strength wanes as the industrialized armies of Alimroth have their sights set upon it, seeing it and the druids that protect it as a sign of witchcraft from a bygone time. Though lost to them is the knowledge that the trees’ death will see the death of all plant life in their land. A Desperate Defense can be either combat or roleplay intensive. The situation laid before the party may seem simple at first, yet more can be revealed as layers are peeled back uncovering the strings that orchestrate the situation. The party can choose to delve deeper into this and unravel the conspiracy, or approach things the old fashioned way.
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