Introduction

This campaign uses plot points that can be shifted around based on the party’s choices. This is not your typical adventure module that leads you chapter by chapter. While it tells a story, it leaves it up to the game master (and indirectly the players) to decide when and where key parts unfold. The point to this style of adventure module is to aid the game master when the party inevitably veers away from the main story. The plot points can be freely shifted around based on the player character’s location or side quest they had the game master make up on the spot.

There are NPCs that will show up throughout the campaign to aid or restrict/harm the characters. Some of these NPCs can help shift the characters in the right direction without breaking the immersion or railroading the party. Read over the NPC’s information for details on how they can be used.

Most of this campaign is loose for the game master to add their own flair and creativity. Some quests will give quotes that can be read, while others will give descriptions of what an NPC might talk about or act. Others will offer both for the game master to manipulate as they see fit. Quests that describe areas of the world can be altered if the party steers the story off track. The game master should try to stay true to the story while enjoying their own creative freedom with the characters, creatures, and environments.

This campaign will start the player’s characters off at level one and eventually lead them to become level ten by the end. Experience is given out per plot point or à la carte when the game master sees fit. Keep in mind that when giving out experience points à la carte, the player’s level might differ from the plot points’ recommended level of difficulty. If this happens, the game master will have to adjust the plot point’s difficulty to better suit the player’s level. This, of course, also depends on how challenging (or easy) the game master wants the campaign to be.

Premise

Refer to the Prologue Story.

Kinder, the freed pack goblin, wants to fulfill his late master's last command. He needs to return her war hammer to the Minotaur clans in the Predas plains, which are on the border of the Umi and Hotton Empires. However, he has been captured by a slave trader caravan impersonating local guards and is in a sticky situation. Before being enslaved again, Kinder was the pack goblin to the late Lady Genevieve who had freed him on her deathbed.

Arthur Arcross, Will Arasuria, Gerard Albiat, and Lady Genevieve were adventuring together for the past year. Arthur had hired Will and Gerard to get revenge on Lade Genevieve for his former family’s downfall as he was the youngest child of the Keep family. A family that was executed for attempting to overthrow the government of Umi using necrotic energy. Arthur finds out Lady Genevieve only reported the crimes of his family and that they were true. He called off his revenge plan, but Gerard never backs down from a job.

During a job to rid an area of ogres, Gerard struck a deal that the ogres could have Lady Genevieve in exchange for his safety. In the end Gerard, Arthur, and Will were safe while Kinder held his favorite master in his arms as she breathed her last breath.

On their way back to Avac, Arthur, Will, and Gerard ran into Will’s family, who had been searching for him. Will's family is concerned for his safety because they found out Gerard was wanted for multiple murders. Gerard is captured and taken to prison by Will’s family while Arthur and Will seek Kinder to seek forgiveness and tell him the truth behind his master’s death.

During their travels, Arthur and Will learned Gerard has escaped. Fearing that Gerard will seek revenge on their former party, they hurry to locate Kinder.

All the while, another evil is growing in power as the Keep family still lives. Arthur’s siblings have come back from the dead through the power of necrosis to seek revenge on the Umi Empire and complete their parent’s desires. They are seeking Treck (Arthur’s real name) to be used as an offering to Necrosis for their demonic summoning. Being the sole survivor of their family’s downfall, they believe his blood will strengthen their connection to Necrosis.

Will the party let Arthur become the Keep family’s next victim, or will they fight to save his life while fending off the attacks from Gerard? And will Kinder finally get the chance to complete his late master’s last command?

Adjusting Creatures

As the game master, it is your duty to make sure the players are having a fun time and the challenges of combat are not overly difficult, or underpowered. You must find the fine line balancing the enemy creatures so they can enjoy themselves more. Therefore the plot points list what type of creatures are in the quest and not their level or how many are involved. That is for you to decide based on the level of the player’s characters. If you power level the character’s, then more creatures or higher leveled ones might be needed. However, if you under leveled the party, then maybe having less (or lower leveled) creatures would be a better balance.

Pack Goblins

Pack Goblins are bred to be sold as servants to those who can afford them. They are trained from birth to serve one master at a time for as long as either of them live. Better than mules for carrying your supplies and offers unique perks based on the Pack Goblin’s color. If they are fed, sheltered, and protected, a Pack Goblin will obey their master forever (or until death). However, if their master causes harm to them, they will sneak away with everything held on their person. Abusing a Pack Goblin is a breach in their contractual agreement of which Pack Goblins memorize upon their new master’s signature. It is also a tradition for each new master to provide a new name to the Pack Goblin. A tradition they do not take lightly.

A Pack Goblin life is difficult and rough, but to them it is all they know. They are not fighters or guardians; they will not protect their masters or sacrifice themselves for the good of others. In fact, they are cowards. Terrified that every new command will lead them to their death. All they want is to serve and be treated with the little respect they believe they deserve. Their knowledge of the world is significantly limited, to the point they don’t understand currency, bartering, or even most social cues. Hearing a Pack Goblin speak or be social in any manner is extremely rare. The most anyone hears is quick brief acknowledgment when given a command if that.

Read over the Pack Goblin section in the public services section of the marketplace chapter. Knowing the Pack Goblin’s origins and culture will aid in running this campaign, as Kinder, one of the main NPCs, is a freed Pack Goblin.

Plot Points

As mentioned before, this campaign is broken up into plot points. But what exactly is a plot point? They are modular quests, missions, or objectives that can be moved around as you play the game. They assist the game master for when the party inevitably throws off the entire story. After all the players make the story, the game master puts the pieces together to create the plot. In this case, since this is a pre-made adventure module, the plot is already written and players rarely enjoy being railroaded. Hence, having a modular, adjustable plot so the game master can keep their hair attached instead of pulling it all out in frustration.

Plot points are broken up into four types: Introduction (intro), Main, Sub, and Side. Of these, the main points can have sub plot points, which are side plots that are directly connected to the main story. Depending on how the players steer the story, the sub plot points can be moved around and taken out of their main plots section to better the story. The main reason they are inside the main plot points is purely because of their connection, otherwise, they could be used as side plot points.

Intro Plot Point

Quests to be used to introduce the party into the campaign. They should all be completed before moving on to the main plot points. These plot points are to level the party from level one to level three. It is up to the game master how the talents are distributed between the three plot points.

Main Plot Point

These are the bread and butter of the story. They are the overarching plot the players will have thrown in their faces when they least expect it. Without these points, there is no story, unless your players derail the story enough that this module becomes useless. You’re on your own at that point, so good luck!

Sub Plot Point

The missions that have a direct connection to the main plot but can also be side quests depending on the direction of the story. They should be used as sub points as much as possible and only as side points if absolutely necessary.

Side Plot Point

These are the least likely to be connected to the main story, but can be adapted for a stronger connection. Or they can help the party level if they aren’t high enough for the next main plot point or to the game master’s liking. They are kind of the grab bag of quests to be used as the game master chooses.

Breakdown of the Campaign

This is a breakdown showing what level the party should be for each plot point.

  1. Level 1-3
  2. Level 4: The End of Albiats
  3. Level 5: Gerard's First Attack - Herbert's Gang
  4. Level 6: The Jade Drake
  5. Level 7: Returning the Hammer
  6. Level 8: Gerard's Final Attack - Gereard's Squad
  7. Level 9-10
    • The Keep has Returned
    • Dark Summoning

Recommended Start

It is recommended to start with Intro Plot Point: Slavers on the Long Road, having the party already accepting the quest and meeting at a designated location on the road.

Otherwise, use the introduction plot points to level up the party and help grow their bond with each other. Below are ways to connect the intro points together.

Ways to Connect Introduction Plot Points

  1. The wagon that holds Kinder could have a couple whose child had gone missing first before they were enslaved. The child was last seen after about a day’s walk along the road. Further investigation would lead the party to the Necromancer’s Cave, where she was locked up in a cage waiting to be used as the necromancer’s next victim.
    • Maltus the Myri and Gorgas the Raf’Shat’s daughter Marus has gone missing. They were on their way from Hesteta to Fudati for a new life. Maltus has a job lined up at one of the Merchant Treasury bank locations and Gorgas is scheduled to start work at a printing press company, The Fudati Press.
  2. The Blood Savages attack a slave wagon to free the slaves and eat the bandits. While scouting the area, they saw the bandits enslave people and haul them off. Wanting to live a different life and show that they differ from their northern brethren, they try to help those in need.
    • Ugrath and Thurgat lead the group in the attack. The number of additional blood savages will depend on the number of bandits and players. However, it is recommended to have the blood savages outnumber the bandits.

Character Starting Level: 1
Character Ending Level: 10
Number of Players: 4-5
Starting Location
The Long Road in the Kingdom of Byhase within the Umi Empire.
Character Restrictions
Character personalities cannot be evil, greedy, or self-centered. The first two insanity stages must be: “I enjoy helping others” and “I am good”. It is up to the player, which is stage one and two.

Intro Plot Points

  • Slavers on the Long Road
  • Blood Savages in Umi
  • Necrotic Cave Laboratory


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