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2024-08-13 DRAFT

Alae Adventurers,

Interest Levels for Different D&D Campaign Pitches.png

Thank you all for taking the time to fill out the form I sent last week! Your feedback is invaluable in shaping our game into something we can all enjoy. A few of you expressed interest in a more dynamic story set a century into the future, which is a significant shift from how I’ve run the setting over the past ten years. Traditionally, time has progressed slowly—typically 5 to 10 in-game years—allowing the weight of your choices and their outcomes to be deeply felt. However, I understand the appeal of experiencing more significant cultural shifts.

We already have some exciting technological developments in the works—like crystals and magicoal—that will gradually come to the forefront. While these changes might seem subtle at first, they will become more pronounced as you venture beyond the remote tundra and peaks of Icebeach. In places like Castgate, magic has advanced through the Firmament, but much of the area remains rural and not as developed as Blū or the Athenaeum. Both the Katia game and the BG3 game will delve deeper into these advancements through NPC interactions and quests.

In light of your feedback, I’ve reimagined Pitch the First to focus on your characters as members of the Argentum Compact, engaging in more traditional Gild-style quests. Similarly, Pitch the Third will also center around your characters’ involvement with the Argentum Compact. I see the Argentum Compact becoming increasingly influential in the setting’s future, alongside other factions and guilds your characters can join.

One thing to note: none of these pitches will involve high-stakes, world-ending scenarios. Instead, the focus will be on your PCs and the challenges they face, with an aim to create a more lighthearted and less intense experience. Each of these campaigns will span around 9+ sessions, taking your characters from 1st to 5th (ish) level.

I’m excited to see where these ideas take us!


Pitch the First

Rise of the Rookies

Welcome to the *Wandering Wyvern*, an outpost of the venerable Argentum Compact, situated in the bustling city of Windreach(?). The Compact, known for its dedication to peace and justice, has established this fledgling adventuring guild to cultivate the next generation of Silver Sentinels, Mercury Messengers, and Silver Scribes. You and your companions are among the latest recruits, eager to make your mark within this storied organization. 

The campaign begins with simple tasks—chasing off pesky kobolds, gathering rare herbs, and escorting merchants—but as you gain experience, the challenges grow. Under the mentorship of seasoned Compact members, you’ll learn the ways of the guild, from covert operations to upholding justice in the Gilded Nations. Along the way, you’ll build relationships with fellow guild members and the city's colorful inhabitants, creating a network of allies and rivals.

As your reputation within the Compact grows, so too do the quests. From exploring ancient ruins to battling ferocious monsters, your journey will take you to the farthest reaches of the kingdom, perhaps even to the icy realms near Icebeach. The Compact’s legacy, and perhaps the stability of the Gilded Nations, will rest in your hands.

Tone: A lighthearted, "grow with the campaign" adventure that focuses on character progression, relationships, and the joys of adventuring within the framework of the Argentum Compact. The tone is fun and optimistic, with challenges that scale with your abilities and the moral ideals of the Compact.

Lethality: ★☆☆☆☆ The focus is on growth and exploration rather than life-or-death stakes. Challenges will increase gradually, providing room for character development and a more relaxed progression.


Pitch the Second

Cursāriī Thalassiae: Umbra Nummī Fatalis

Pirates of the Thalassia: Shadow of the Doomcoin

Arrr, listen well, ye corsairs! The Captain be dead, died doing what he loved given it to . While ye were ashore, guzzlin' grog and spendin' yer hard-won plunder, the blasted Anti-Pirate fleet caught wind o’ the *Onyx Cat*. She barely slipped their iron grasp, her timbers groanin' and her sails torn asunder, but our fearless Captain met his fate in the fiery clash.

We start with a proper sea burial—no grand ceremony, just the cold, unforgivin' ocean takin' what’s hers. The crew stands silent, hats in hand, the salt air heavy with loss. But as the last words drift off with the wind—BOOM!—cannons roar, and the ship’s under attack! Who or what dares to strike the first blow on this dark day?

But there’s more than just blood and smoke in the air, mates. As the battle rages and the sea churns beneath ye, a scrap of parchment is found in the Captain’s quarters—nothin’ less than a piece o’ the map to the legendary “Doomcoin,” a cursed treasure said to bring power to the bold and doom to the greedy. 

Now, with the Captain gone, the crew must rally together, navigatin’ treacherous waters filled with rival pirates, monstrous sea beasts, and the relentless pursuit of that accursed naval fleet. And don’t forget, there’s whispers of dark magic, ancient curses, and perhaps a betrayal or two among yer own. It’s a dangerous life, but the lure of the Doomcoin’s power be too strong to resist. 

Expect swashbucklin’ fights, raucous sea shanties, and larger-than-life adventures as ye carve yer name into the legend of the seas. Will ye claim the Doomcoin and rise to infamy, or will the ocean claim yer bones?

Tone: A rip-roarin’ pirate adventure, full of roguish charm, dark curses, and the thrill o’ the high seas. Picture yerself shoulder to shoulder with the likes o’ Captain Jack Sparrow and the dread Davy Jones, with a hearty dose of humor and camaraderie to boot.

Lethality: ★★☆☆☆ Aye, death be possible, but ye’d have to be downright unlucky or foolish to meet it. There’s a balance between the thrill of the fight and the tale bein’ told. If ye fall, there’s always another sea dog waitin’ in the wings to take yer place.


Pitch the Third

The Secrets of the Cult

Deep in the heart of the occupied region of Astrorusia, where vast deserts meet dense jungles and ancient temples rise from the earth like forgotten sentinels, lies a mystery that will test your courage, your wits, and your very will to survive. You and your team are seasoned adventurers, each with unique skills honed through years of perilous quests. Stationed at a remote outpost on the edge of civilization, you’ve been tasked with a mission that’s about to become far more dangerous than anyone could have imagined.

It all starts with a village that’s gone silent—eerily, ominously silent. The outpost is buzzing with rumors of dark rituals, hidden treasures, and a shadowy cult that was supposed to have been wiped out centuries ago. Your mission: find out what happened and stop whatever evil is lurking in the shadows.

You’ll dive headfirst into action as you battle through hostile terrain, from sun-scorched deserts to treacherous jungle paths, where every step could be your last. The ancient ruins you explore are filled with deadly traps and puzzles that guard secrets long forgotten. But time is of the essence—when one of your own is captured by the cult, the stakes skyrocket. It’s a race against time to save them and prevent the cult from unleashing an ancient power that could change the world forever.

This is no ordinary rescue mission. You’ll engage in high-octane battles against fanatical cultists, navigate crumbling temples that could collapse at any moment, and face down the cult’s formidable leader in a showdown that will push your team to their limits. Every twist and turn reveals new secrets, each more dangerous than the last, as you uncover the cult’s hidden agenda and the ancient forces they seek to control.

Tone: This is a pulse-pounding, edge-of-your-seat adventure, channeling the spirit of Indiana Jones, Lara Croft, and The Mummy. Expect nonstop action, heart-pounding suspense, and a narrative that pulls you deeper into a world of ancient secrets and dangerous foes. It’s a cinematic thrill ride where every moment counts.

Lethality: ★★★☆☆ The stakes are high, and danger is ever-present. Death is a real possibility if you don’t think fast and act faster. But with the right mix of brains, brawn, and a little bit of luck, you might just make it out alive—and with a few scars to show for it.


Pitch the Fourth

A New World

Wolgari, a trading island, and Harold-Ford have commissioned.


Pitch the Fifth

A Storm is Coming

The country of Blū is in trouble!  A massive storm is going to hit the country within a 10 day and the government is to slow.  A gnomish inventor has come up with ideas to control and prevent the storm from happening.  It is on you to find the storm controlling device!


Pitch the Sixth

For King and Country

Work as part of various faction who are employed by the King of Hardold-Ford, kill monsters, take charge!


Pitch the Seventh

Clearing the Way

Hired by a company to assist the clearing of space before tracks for the Lightening rail from the Athenaeum to the Last Elven state, in what some call an exercise of the Wizard's control . 

Blah blah outro stuff.  Comments.