System: D&D 5E 2024 Hexcrawl Exp/Point Buy Time: Saturdays @ 12:00 PM EST Weekly Platform: Discord + AboveVTT Current Party: Cleric, Fighter/Warlock, Warlock, Wizard Looking for 1 more player but 2 is possibility depending on form responses. Next session will be session 3
Approximately 600 miles northwest of Praevenia lies The Evermist—a vast, wall of mist that stretches from the sea all the way to the sky. It runs endlessly along the ocean in both directions, a spectral barrier that has long marked the presumed edge of the world. For centuries, no one who ventured into the mist ever returned. This belief was shattered when, during a violent storm, a ship was inadvertently swept through the Evermist and emerged on the other side. Against all odds, it returned—and brought word of a previously unknown continent beyond the shroud. This land, though not yet officially named, has come to be known as the Whisperwilds, a name born from the eerie phenomenon experienced during passage: soft, unintelligible whispers heard by all who cross the mist, as if voices linger within the fog itself. The Aerilon Empire, long the master of Praevenia, now stands on the brink of a new and uncertain war across the seas. Though conquest is inevitable in the Empire’s eyes, the emperor remains wary of committing resources to the Whisperwilds, largely due to the uncertainty posed by crossing the Evermist. Instead, Aerilon has adopted a more cautious strategy: the majority of those sent beyond the mist are either criminals, being offered a chance at redemption through service, or soldiers undergoing punishment and reassignment. In the eyes of the Empire, these expendable ranks will forge the first footholds in the unknown land, testing its mysteries and hazards before any meaningful resources be commited.
I'm running this campaign with an emphasis on high risk high reward (exp earned will be increased the further away from refuge but encounter rate also increases) as well as resource management (time, spell slots, gold). One of the ways to facilitate this is that the party can only long rest at an established settlement, village, outpost, etc. Survival elements like food/water/travel will be streamlined (will be addressed when necessary but most of the time it will be glossed over). Ideally this campaign would be 60% RP 40% combat but if the party is taking a lot of risk more than likely the session will be more combat heavy. Also want to point out that this could be a very deadly campaign that could lead to character deaths if the players are taking many risks. Not saying that it's guarenteed but just want to make sure that those who apply be okay with this.
System: D&D 5E 2024 Hexcrawl Exp/Point Buy
Time: Saturdays @ 12:00 PM EST Weekly
Platform: Discord + AboveVTT
Current Party: Cleric, Fighter/Warlock, Warlock, Wizard
Looking for 1 more player but 2 is possibility depending on form responses.
Next session will be session 3
Approximately 600 miles northwest of Praevenia lies The Evermist—a vast, wall of mist that stretches from the sea all the way to the sky. It runs endlessly along the ocean in both directions, a spectral barrier that has long marked the presumed edge of the world. For centuries, no one who ventured into the mist ever returned. This belief was shattered when, during a violent storm, a ship was inadvertently swept through the Evermist and emerged on the other side. Against all odds, it returned—and brought word of a previously unknown continent beyond the shroud. This land, though not yet officially named, has come to be known as the Whisperwilds, a name born from the eerie phenomenon experienced during passage: soft, unintelligible whispers heard by all who cross the mist, as if voices linger within the fog itself. The Aerilon Empire, long the master of Praevenia, now stands on the brink of a new and uncertain war across the seas. Though conquest is inevitable in the Empire’s eyes, the emperor remains wary of committing resources to the Whisperwilds, largely due to the uncertainty posed by crossing the Evermist. Instead, Aerilon has adopted a more cautious strategy: the majority of those sent beyond the mist are either criminals, being offered a chance at redemption through service, or soldiers undergoing punishment and reassignment. In the eyes of the Empire, these expendable ranks will forge the first footholds in the unknown land, testing its mysteries and hazards before any meaningful resources be commited.
I'm running this campaign with an emphasis on high risk high reward (exp earned will be increased the further away from refuge but encounter rate also increases) as well as resource management (time, spell slots, gold). One of the ways to facilitate this is that the party can only long rest at an established settlement, village, outpost, etc. Survival elements like food/water/travel will be streamlined (will be addressed when necessary but most of the time it will be glossed over). Ideally this campaign would be 60% RP 40% combat but if the party is taking a lot of risk more than likely the session will be more combat heavy. Also want to point out that this could be a very deadly campaign that could lead to character deaths if the players are taking many risks. Not saying that it's guarenteed but just want to make sure that those who apply be okay with this.
If interested please fill out this form: https://forms.gle/LaYPTSt2WUd6zueX9