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Campaign Set Vol 1, 1
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Campaign Set Vol 1, 1


This Campaign Set includes four adventures, one for each tier of play.
It is built for a well balanced party of five level one characters, and supports player character advancement to level 20. 

Each Adventure Includes: 

  • Primary Quest 
  • Settlement: A village or city with numerous NPCs. 
  • Wilderness: Wild terrain featuring warm-up encounters. 
  • Dungeon: Featuring hordes of untold foes. 

Where one adventure ends the one next begins.
The campaign culminates with a surprise boss fight just as the players begin to celebrate a job well done.

Everything is optional, there is no plot, there are no maps. They say it’s best if the story emerges as a response to the players, and that’s the type of game this campaign is designed to support. Make it up as you go or plan the story in advance. Add as much or as little story as you like. You can give the players all the agency they want without worrying about any campaign breaking PC choices, the CR system, or math. You just go on to the next encounter, no matter what, and call it what you need it to be called, be creative. 

The idea is for you to make-up a story as you go. Use the supplied encounters to support your group’s imagination. Use the short descriptions as inspiration for your adventures or omit them entirely. 

If you love the idea of creating imaginative, off the cuff adventures, but hate the math involved, then this type of dungeon tool is for you! Cation! These adventures require the DM, to breathe life into them. The whole point is to allow the DM to tell any wild-ass story they like while maintaining the right difficulty from beginning to end and not do a bunch of math. Basically I did your math homework so you can excel in your creative writing class.

The creators of fifth edition should be credited for their CR system, it does work. The only problem is this: at the table, in game, under pressure, it becomes so difficult to manage, it requires a computer-like-mind to simply create a random encounter on the fly that feels balanced for the current party. So that’s how I solved the problem… I made a computer do it. Then I expanded the idea and made it scale the monsters at the same rate it gives out XP with respects to a given party size. Then I could map an entire career of quasi-random encounters at predetermined difficulty levels. 

If the encounters are followed in order they can support any non-linear story. Just change the names and flavors to suit your needs at will. Each adventure follows a progression that will closely match the PC level advancement, from level 1 to 20.

Most of the rooms on a given level will be a mix between NPCs, Minion Groups, Single Monsters or Monster Groups. The last room of each level will be a Villain. Defeating the Villain should give the PCs the XP they need to level-up.

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File Last Updated:
March 02, 2019
This title was added to our catalog on March 02, 2019.