DrakenStone Castle Campaign Setting

AnnArborDnD.com

All the adventures listed on this site have been playtested. Some at GatorCon, some at Total Escape Games in Broomfield, CO, some and some at Get Your Game On in Ann Arbor, MI, and others at Eye of the Beholder Gaming Guild in Taylor MI. Read a week-by-week synopsis of the latest adventure on our site just for players… 

The premise: this world is criss-crossed with magic teleportation circles. These were created with an ancient, forgotten magic. The true number of circles is unknown. Partial maps have been discovered. Some circles lead to neighboring realms.

Each circle has a unique activation cycle, weather it be a puzzle, trap, or “pre-requisite” to activate. Each circle also has certain rules, such as “only teleports one creature every 5 minutes” or “resets every 24 hours”.

DrakenStone Castle:

A great place to start a new campaign. The players start in a city under siege. For three generations, the ancient black dragon Zykquedoss has attacked the castle. Its once gleaming, white marble spires are now blackened and charred from a century of dragon breath. The scorched towers have survived, however, due to an enchantment placed on the stones by the dwarves, elves, and humans who built them.

To create background, the players role-play a scene as a child, when the dragon attacks. And a second scene, as a teen, under yet another dragon attack. And a third scene as a young adult, which sets in motion the intrigue of the rival factions inside the castle.

As the PCs begin the game at level 1, the dragon has disappeared. The council has chosen the group of adventurers to venture forth from DrakenStone castle. Their foremost mission: to discover the fate of the dragon, and if she will return. Secondly, to communicate with other surviving cultures, if there are any. The characters step out of the front gate. Which direction will they travel?

Roll initiative…

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