An overview of all components related to this campaign.
Dreams of fortune and glory, untamed lands, and old mysteries have brought you to the edges of Terrinoth, near to the ruined city of Sudanya. Little is known of this place and its people, but tales and legends give naught but high allure to the seasoned adventurer.
A dark omen shrouds your steps when you first discover the scattered remains of a Dunwarr expedition to these lands. Dead and burned, the bodies of these explorers transform to caution what was once a sense of excitement. Your destination of the Pylia Caravan, formed into an encampment for several weeks of local trade, lies not far on the road ahead.The expedition's fate forces you to recall many dark rumors regarding the mysterious city. Sinister forces, terrible magic, and a deep seed of evil led to Sudanya's downfall, or so it is said. Will you unlock the secrets of the forgotten city, or will this grisly scene prove an ominous sign of things to come...?The ways I know are dangerous, and I tread them carefully. I advise you to do the same...
From the earliest times in his life, Durik has been far more comfortable in the wilderness than in any town or village. To him, nothing can beat soft grass underfoot and a cool breeze under a starry night sky. As such, he's proven himself time and again as a valuable tracker and guide, easily able to find shelter and sustenance in the least hospitable places, to discover a safe travel path in the darkest night, and to defend himself and his charges against the deadly perils of the wild.
Very few people understand my abilities. I prefer it that way.
A deep fascination and aptitude with darker magic has made Dezra a bit of an outsider all her life, but this has never bothered her. Her mannerisms and habit of staring at people as if visually dissecting them provided her with the title of "Vile," and her odd tendencies have often led townsfolk to forcefully request her departure. This also hasn't bothered her. For Dezra, discovering the secrets of flesh and magic has always been more important than the petty trappings of polite society, and no force in the world will keep her from satisfying this morbid curiosity.
There is no question that you need me. The question is, can you afford me?
Never one to volunteer out of the goodness of his heart, Logan Lashley works for the highest bidder and knows a good score when he sees one. Skilled enough to have amassed plenty of wealth to live out his days, he continues to ply his trade out of sheer enjoyment. Though loyalty is not high on his list of personal traits, he knows the value of a good ally, meat-shield, or scapegoat...
The only thing more exciting than mixing up a new concoction is actually testing it.
As a dwarf with decades of experience in alchemical experimentation, Ulma Grimstone is hard-pressed to remember the last time she had much in terms of eyebrows. Lately, however, she's spent much of her time out in the field, searching for strange, new components, and her skills continue to improve each and every day. Best yet, as she understands it, her earliest test subjects are finally starting to regrow their fingernails and teeth.
Avg. playtime: 2 hours
Introduction -
Avg. playtime: 3 hours and 30 min
Act 1 -
Avg. playtime: 4 hours
Act 1 -
Avg. playtime: 6 hours
Act 1 -
Avg. playtime: 4 hours and 30 min
Act 1 -
Avg. playtime: 4 hours and 30 min
Act 1 -
Avg. playtime: 3 hours and 30 min
Act 1 -
Avg. playtime: 6 hours
Act 1 -
Avg. playtime: 3 hours and 30 min
Act 1 -
Avg. playtime: 2 hours and 30 min
Interlude -
Avg. playtime: 5 hours and 30 min
Interlude -
Avg. playtime: 5 hours
Act 2 -
Avg. playtime: 5 hours
Act 2 -
Avg. playtime: 3 hours
Act 2 -
Avg. playtime: 2 hours and 30 min
Act 2 -
Avg. playtime: 2 hours and 30 min
Act 2 -
Avg. playtime: 4 hours and 30 min
Act 2 -
Avg. playtime: 4 hours
Finale -
Avg. playtime: 3 hours
Finale -
wilderness cursed
cursed
cursed
water dark
diseased poisoned
building cursed
cursed
cursed immobilized
stunned
building mountain