dnd.sdmz.us

The arrogant wizard Tarnuk Carnast and high-society sourcerer and restaurateur Ramsay “Sizzle” Sautoir join the disgraced alcoholic cleric Barto le Mew and Giligan Tartberry, a dedicated yet naive monk, in this action-packed adventure.

Sessions

Day 00 The Hero’s Journey Our adventurers discover that they are no ordinary men for their species.
Day 01 Raiders of the Lost Amulet Given the task by a mysterious dwarf in a bar, our story begins with Tarnuk, Sizzle, and Barto as they recover a lost amulet from a desert temple.
Day 02 When in Ran Hot on the tail of the Dwarf, the gang discovers a portal leading to Luncan, where they piece together the mysteries of the Atavistians and their quests for the Key to the Shield.
Day 03 Where the Wild Things Are After surviving an attempted assassination attempt, and then a mysterious release, our adventurers make their way to the Feywild, meeting their fourth companion, Giligan.
Day 04 Inglorious Elves As a demon and orc army weakens the defenses of the Elves, the gang meets Liz Warren and tries to piece this puzzle together.
Day 05 The Death of Todd Escaping from the now-destroyed Elvan city, the adventurers stumble upon a mysterious weapon and deadly angels. In a climatic battle, Todd sacrifices himself for the adventurers—but was it worth it?
Day 06 A New Friend, and a New Hope Making their way back to te material plane, the adventurers are following the final instructions of their late friend “Todd”. In the City of Rivers, another companion joins for the strange and mysterious journey south, where they discover a cult-like society and prepare to risk it all… but for what?
Day 07 The Regath’s New Cloths While travelling to cities of increasing importance, the party soon discovers that Barto has not quite overcome his alcoholism. But their prison break gets out of hand, and, after murdering the Regath, the society’s second-highest-ranking members, a showdown with the One True God looms imminent.
Day 08 God’s Not Dead At their scheduled meeting time, the party greets the One True God. And oh boy, it doesn’t go well for him, or his several dozen guards. But the machinations of the powers-that-be aren’t over yet, as we learn of an army already departed, fulfilling an ancient prophecy about the impending climax in the war of good and evil. But the question remains: who is good? To answer that, the adventurers set out on another planar expedition, ending up in a massive administration building in the Fey. But what secrets are here?
Day 09 Kingdom of the Lost City As the adventurers mysteriously acquire a series of magical items, specifically tuned to their characters, they trek through a city where reality itself is in question, and the mountain remains of a once-great civilization, to find the ruins of the Lost City of the Imperium. But when they find it, will it answer their questions or only create more mysteries?
Day 10 Barto Almighty Having finally arrived in the Lost City of the Imperium, the adventurers begin to explore a mysterious academy, the Mandate, and the true causes of the disappearance of their gods. But, coming into face-to-face contact with them, the puzzle only deepens.
Day 11 Wheels of Fortune The adventurers begin to unlock the mysteries of the Multiverse, as they encounter a number of wheels. While some are jovial, others are forlorn, and all dread what reversal lies ahead. But, as the crew grows closer to unlocking the true motives of the Mandate, they begin to face its power. Can they stand against the most potent enemy they have ever confronted, or will they falter in the face of the power of the Mandate?
Day 12 The Desolation of the Central Nexuses Commandeering a potent magical ship, the adventurers set out on an interuniversal quest against the machinations of the Mandate. Landing in a small farming village, they find some training materials, and are able to locate a large processing facility. Exploiting the intrinsic instability of CLME, they destroy the facility—and its host universe. But this is not the end of their desolation; after identifying two crucial nexuses of the Mandate, they coordinate with the Gods of Old and launch a synchronized attack, simultaneously taking out the nexuses as well as the entire refining capacity of the Mandate. Indeed, they have dealt a blow to the Mandate. But, do the ends justify the means?

Resources

D&D Game Rules and Information

XP Table Defines when level progressions occur XP Table

Campaign Handouts

World Description Describes some of the core starting information about the world SD-H-O-0001
The Bookeeper’s Prophecy Found on the inadvertently slain body of a Dwarf, this prophecy has been a guiding force through much of the campaign SD-H-G-0002
Shopkeeper’s Responses Responses of the shopkeepers in the City of Luncan SD-H-G-0003
Giligan’s Latent Knowledge The latent knowledge and observations Gillian has made while in the Fey SD-H-G-0005
Todd’s Letter Some final guidance provided by everyone’s favorite dragon, nicknamed Todd SD-H-G-0006
Map of Qu’Zol and Surrounding Area Map of the area in which Todd’s Letter designated the group to land SD-M-G-0004
Floorplan of the Chambers of the OTG Rough layout of the One True God’s chambers SD-M-F-0005
Bookeeper’s New Guidance Additional content from the Bookeeper SD-H-G-0007
Bookeeper’s New Guidance Additional content from the Bookeeper SD-H-G-0007
Orb of Fire The Orb intended for Sizzle Orb Description
King’s Creek Map Map of the area around King’s Creek SM-M-G-0010
Cave Inscription The inscription on the cave (woah!) SM-H-G-0012
Mandate Structure An org chart of the outline of the Mandate SM-H-G-0014
Map of Akris-Toth Map of the City of Akris-Toth SM-M-G-0015