Trapped in a dream, chained by a net of magic, Deneus Betherim, arch mage of Cormalth bleeds magical essence from his fingers, fueling a rift in the fabric of existence; an essence conduit to the realm of elemental earth.
Earth, sand, mud, rocks and clay travel through the rift, and a mountain is being born beneath the feet of the ensorcelled conjuror.
Deneus is the blood of the mountain, fueling the portal, but who is the mastermind behind it all?
When the Caliph-Emperor of the Dunes hear about his son's heart attack at the northern front, his rage is unstoppable. For his son was only nineteen years old, and a trained athlete. Grief stricken as only a parent bereft of their child can be, the Emperor finally rouses the Empire into action.
So, when reinforcements finally arrive to the beleaguered veterans at the front, they are accompanied by the the Imperial Necromancers in their gold laced red silken robes, as well as the three old triplet hags of Devananon, seers and prophets who use narcotics to enhance their trance visions.
As the Prince's corpse is carted to the Spires of Devananon, where the necromancers and the triplets will work their magic, the PCs will have to conjure a plan of their own. For they are to blame for the Prince's death.
This plot is set five months after the happenings of "A Dark Moon over Sagranz", but could be adapted by any GM to fit his setting and need.
The players; survivors of an elite squad of mercenaries, are assigned to an assassination mission. Their task; to penetrate enemy lines during night, enter the fortified Holzberg Monastery where Sagranz has his command, and kill the elderly Hexenjaeger in his sleep.
If only it was so easy...
A second chance
A Village by a forest, and a secret few knows. Will the PCs discover what dwells beneath the surface?
What initially appears to be another trek through wintry mountain landscapes will be revealed as a true struggle for survival. For the mountain known as the Kiebral is an ancient evil, its secrets are countless and its power is immense. Can the PCs outwit a power from the dawn of time, or will they succumb and be trapped for all eternity?
In the quaint little town known as Golothei, the infamous black legion makes it’s last stand against the mountain tribes of the Ugeroth. On the Asylum River Island the battle rage most intensely, legionary squad mages barely holding their own against the onslaught of chaos worshipping tribal sorcerors. To this location the PCs are destined to travel in search of the powerful artifact known as the Tallow Candle. But not all is as it seems within the halls of the asylum.
At the base of the Cyllerean Mountains a small coven of witches has laired where once was a Temple of Good.
Deep beneath the central tower laid the chambers of the Arcane. This is where the mages, witches and warlocks place those creations they deem to dangerous. The crystal bell Ã?Â Beloth Ã?Â was such a creation. Shortly after it was created by Magnus of Cormalth, it got into the hands of a cunning mercenary captain known as Harlan Marcus. Let’s shorten the tale and just say that the mages in the college valley did not like to have Harlan and his men roaming about the valley, helping themselves to the mages valuables. The bell rendered the college magic useless, and the mages locked themselves in, awaiting Harlan, armed with brooms, pottery and kitchen utensils.
The bell was later recovered, together with Harlan himself, and both were locked away in the chambers of the arcane.
This is the conclusion to the Prophecies of Redemption Campaign. The characters have sojourned through mountains and lowlands to reach the forest in which the entrance to the demon lord’s citadel can be found.
But the Citadel is not what one could expect. Can the PCs find their way in and survive to tell the tale?
Near the summit of mount Arak’nui, the remnants of the elven race still lingers. Their hearts darkened, their spirits broken, they have turned to evil and embraced demon-worship.
Darkness and bitterness has consumed them, and they have turned away from their gods and summoned demons to inhabit the flesh and souls of the willing. Shadow dancers these elves are called, and they are an instrument of revenge, wreaking havoc wherever they dance into the midst of the enemy. It was an alliance hastily made in those desperate days three centuries ago, but as the elves witnessed the agony and change visited upon the shadowdancers they regret the decision more and more.
On one of the adventurers’ many journeys through the lands, they one day enter a very strange village surrounded by a palisade. Therein all villagers seem to be sleeping, their hair long and flowing and their nails ever growing. Snow has settled on the land and the few found outdoors are covered in a thin layer of powdery white snow. Nothing can be done to awaken these mysterious sleepers and there seems to be no escaping this village either.
Then the night falls…
When the world is changing and madness descends, can a group of stalwart villagers save a bastard newborn from the clutches of an unknown enemy?
This campaign follows the group on their desperate flight from hostile forces, both covert and overt. This Campaign centre around their perilous journey through the highlands, the lowlands and within the cities of men. Will they survive long enough to reach the relative safety of the sacred Ulukhan? And how will they react to the hidden truths and internal strife they encounter on their journey?
This is a fully fledged campaign. One that will span many, many table top sessions.
"Look, lad! You see the streak of glowing green off the larboard bow? Them's the bright waters!"
While the lad peered intently at the eerie glow, the old salt continued. "Entire ships have been lost to the Bright, lad, for once you let it surround you, you'll never touch land again!"