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A gritty 116 page standalone 5E campaign set in the ancient city of Sudd Tohst, the greatest realm of the Sun Elves that emerged from its burial beneath the sands just under a decade ago. The party, prisoners in the city dungeons, are released from their bondage, told they are part of a foil to a dark god's schemes, as seen by the divinations of a Sun Priestess. But a thread of mystery will bind them to this plot, and they will quickly realise there are few they can trust.The Cult of Seroca has dug its invisible claws into the heart of the ancient city of Hinatal. Their motives are a mystery, but the leaders of the city seek urgent aid in ridding their foul influence from the city, before they can cause greater ruin. The ancient Sun Elves have suffered much through the past centuries, and refuse to have their suffering be for naught at the hands of upjumped zealots.
Included in this campaign is:
1x Level 5-6 Campaign Module (3-6+ sessions)
116 Page 5e Campaign PDF
1x NEW Paladin Subclass - Oath of the Horizon. You represent the dusk and the dawn. Endings and beginnings. Renewal. Cycles. Your oath binds you to the perpetual cycles of the world, and in doing so grants you boons of Daybreak and Nightfall. Use them to empower your allies, or hinder your enemies.
1x Full size A2 printable regional map of the kingdom of Sudd Tohst
1x City Map of Hinatal
6x Original Battlemaps printable in A1-A3 size
16x Original Statblocks for a level 5-6 campaign
3x Premade Character Sheets with backstories for quick play
21x Original Magic Items that can be found throughout the campaign at the DM’s discretion
In Divine Gambit Pt II the party begins in a Hinatali prison, only to be freed by their same captors due to an alleged prophecy passed to a seeress by the Great Sun Glanion. Their task, in exchange for their freedom, is to uncover the cult whose tendrils wrap around every manner of Hinatali society, and begin to uproot them. Though quickly things go awry, as the conspiracy of Seroca begins to unravel.