Campaign Overview
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In the realm of Amiorus, the human port town of Portsmouth endures weekly orc raids that threaten its docks, farms, and future. The town council and harbor master hire adventurers to uncover the mastermind behind the attacks and end the threat for good.
Main Quest:
- Trace raiders to a hidden camp beyond the mangrove isles.
- Find Skull-Tide, a corrupted idol stolen from an undersea temple, guiding the raids.
- Defeat the warband’s leader, a sea-warped warpriest, and break the raid network.
- Forge a lasting defense for Portsmouth, possibly via a regional pact or fortified beacon.
- Decide how to handle surrendered orcs—redemption, imprisonment, or exile—shaping future relations.
Side Quests:
- Rescue fishermen and their families from a smugglers’ cave and recover key loot.
- Disrupt the raiders’ supply line by hitting a weapons cache or mutinous cargo.
- Investigate the haunted lighthouse that amplifies fear and shields the raiders’ morale.
Setting & Challenges:
Portsmouth sits at the Sapphire Sea with busy docks, tide-washed warehouses, and a cliff-top lighthouse. Encounters include raiders, sea witches, rival pirates, and coastal beasts. The ocean itself tests the party with storms, fog, and shifting tides that affect navigation and magic. Players must balance resource management, diplomacy, and ruthless decisions when dealing with captured orcs.
Hooks:
- A ransom note arrives at the harbor master with a map to Skull-Tide’s temple.
- A raider within the town seeks peace and offers a dangerous bargain.
- A prophetic dream warns of Skull-Tide’s awakening during a full moon.
Rewards:
Renown in Portsmouth, a harbor charter, gold, tide-borne magic gear, and favors from sea-faring factions. Recommended for characters levels 3–5; anticipated arc spans roughly 6–8 sessions.
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