Campaign Overview

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In the Verdant Vale, the Troll King, long thought dead, rises again, bending a horde of trolls to his will. Villages burn along the river, caravans vanish in fog, and the land shakes with every march of his green banner. The heroes are drawn into a perilous quest to end his reign and sever the crown that grants him mind control. Designed for 4-5 players of levels 5-8, with scaling to 9-10 by the finale. Main quest: infiltrate the Wyrmblood Citadel, reclaim or shatter the Crown of the Troll King, and sever its link to the king. Only by breaking that link can peace return to the vale. Three acts: Act I gathers factions and uncovers the crown's history; Act II leads the party through Bracken Moor and Gloomthicket Swamp to the citadel; Act III tests their mettle in a siege, followed by a sealing ritual or a final banishment. Side quests include rescuing a caravan master from a treacherous trap beneath a ruined mill, recovering a dwarven totem lost in the mines, and deciphering a druidic rune map that hints at a betrayed ally. Triggers and central events: a Blood Moon awakens the crown's magic, rival factions converge on the citadel, and a seer's prophecy says time is short. The party must disrupt wards, expose traitors, and press the final assault before the crown reclaim s the king's will. Hooks: a mayor pleads for protection against raids, a seer issues a warning that the crown returns, a missing caravan driver returns with a cursed coin, and a guildmaster offers a dangerous alliance. Setting and challenges: swampy marshes, cavern darkness, trolls' regenerative powers, moral choices between mercy and conquest, and shifting alliances with dwarves, elves, and goblins. Rewards include renown, fortified settlements, magical gear that resists troll regeneration, and influence over the region's future.

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