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The Adventurer's Guild

A Dungeons & Dragons 5e game In the world of World of Wagakeya
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This will be a very open campaign, where you are mostly free to do as you choose. You will begin in a small, troubled alpine village in the dwarf colony, at the home of Quarion the Firbolg. Quarion is an old rogue who in his prime was a hero known all across Wagakeya. All across Wagakeya, Quarion has advertised a new Adventurer’s Guild, where Quarion, his right-hand woman, and his adopted son hope to pass down his mastery of adventuring to new flames who can protect the people of the continent from the evils it holds. Our first session will begin with introductions of all the guild members (including you), and then you will be able to choose a quest assignment from multiple choices to prove your worth to Quarion.   You are not required to follow any thread presented to you at the Adventurer’s Guild. Should you all agree upon it, you may quit the Guild your first day and go off to find something better to do. Part of the fun of Dungeons & Dragons is making up things on the fly. However, should you stay with the Guild, you can look forward to many engaging plotlines that you the players may choose to follow. Quests will be bite-sized adventures with discrete beginnings and endings, but will build on one another to create meaningful journeys that I hope will capture your imagination and perhaps even challenge your moral beliefs.   You are not alone in Wagakeya. Should you stay with the Guild, you will always have three endearing, invaluable allies to use as resources in-between adventures. These characters each have their own stories for you to discover, with lots of surprises along the way. Wagakeya is home to many villains too, however, and you can expect many enemies to rear their head time and time again—unless, perhaps, you join them in their causes. The Guild’s first few tasks will be restricted in scope to the town you begin the campaign in, but you can expect with time to be traveling all over the continent, meeting a cast of curious characters and beautiful vistas, terrifying tombs, and mysterious ruins.   All playstyles are viable in this campaign. The predominant gameplay style will be “learn about a quest, accept a quest, (solve a puzzle,) beat some bad guys, learn about a new quest.” However, I will do my best to make sure that Face characters (described in the next section) are viable. I will also try my best to integrate water into the world, so that certain aquatic races and subraces like Tritons, Sea Elves, and Water Genasi are just as good of a choice for your race as any of the other races. You can win some fights without dealing any damage.

This story is told by

Scheduled Sessions

Sun 24th March 2019 19:00

Session 13: To Isfjellhavn

The party continues their journey south to Isfjellhavn, where the mysterious Castle of Instruments awaits them.


Wed 5th December 2018 15:00

Session 4.5: Lord Cacophony

Sat 1st December 2018 18:00

Session 4: Robots and Paladins

Sun 18th November 2018 10:00

Session 3: Scattering the Cultists

Sun 28th October 2018 19:30

Session 1: Meeting Quarion

A planned visit to Leviathan Lake goes awry as the players find the townsfolk under attack. How can they expect to meet old Quarion and find the Adventurer's Guild at a time like this?


Sessions Archive

17th Mar 2019

Session 12: Leaving Home

With the revelations of But's whereabouts, the party travels south. Who knows what they might find at their destination?


2nd Mar 2019

Session 11: The Anarchists

The party has discovered the arsonist who attacked Baron Lutgehr's mansion, but are they prepared to fight him?



Read the Report
4th Nov 2018

Session 1.5: Meeting Quarion II

A zeppelin flight to the pristine Alphorn Heights does not go as expected. It seems the gods have it out for our adventurers from the very get-go. Can they make it to Leviathan Lake alive?



Read the Report

The Protagonists

Auri

Faenala

Cyprus

And

Clayton

Fleek

Azazel