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The Blood War

The story begins with the party of wayward PCs taking refuge in an old abbey. They will have the chance to encounter the scouts of an orcish warband. As the army moves forward they will attack the abbey, and if the party has stuck around for a few quests they will participate in the defense of the abbey, unless they sneak out or fight their way out. After the party successfully fends of the orcs, they will have an opportunity to travel to the greater town to find aid. The abbey sends them off in a wagon with the old mule (petunia) that served the bishop of the abbey for 34 years. She wears a hat with an enchanted flower, the flower is enchanted to always stay alive and vibrant. The town will require convincing of the orcs and the rumors of a larger army. If talking is met with bad rolls and lack of proof, then the party will be tasked with rescuing some kids who were kidnapped recently outside the town walls. The kids were kidnapped by some orc stragglers. The camp contains proof of the army. With the towns backing, the party will be set to bolster the towns defenses and organizing a militia. The party alternatively could convince the town to flee to the city and bolster a more defensible position. The rest of the campaign will follow the war of the allied races against the orcs. The orcs are led by a long line of savage leaders, all of whom are mere conduits for a bitter hero of old. The hero found a way to achieve immortality. He cursed his soul to Avernus after forging pacts to ensure there will always be a vessel for him. His intention is to use the hideous orcs to unite all other races and end war among them.
Plot type
Campaign

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