Campaign Overview
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First Field of Horrors is a 5e campaign set along the frontier town of Ragoth, where a long-forgotten battlefield reawakens to test mortal kingdoms. Every century, the Field calls forth four ancient rival races—vampires, werebears, mutant ogres, and human Saiyan hybrids—who contend for control while seven human kingdoms jockey for power. The PCs are drawn into a looming crisis that could reshape the borderlands forever.
Setting and Factions
Ragoth sits in a chalk-white valley shadowed by the Ashen Range. The seven kings rule distant citadels; their emissaries broker fragile truces, but old enmities run deep. The Field of Horrors is a living terrain: blood-soaked flats, shifting hedges of bone, and zones that bend time, granting glimpses of alternative outcomes. Vampires haunt necropoles at night; werebears raid in the gloaming; mutant ogres forge war engines from twisted stone and marrow; Saiyan hybrids channel kinetic power from a mysterious lineage.
The Main Quest
The Field’s blood-sigil relic—The Blood Sigil—was shattered into seven shards. Whoever reunites them can seal the Field’s rift, but the sigils can also be used to unleash a ritual that fuses the four races into a single dominion and crowns a mutable megamonarch. The PCs must recover all sigils, unmask the traitor who plans to weaponize the Convergence Council, and withstand a coordinated siege on Ragoth to decide the Field’s fate.
Key Locations
- Ragoth: a stubborn walled town, hub for rumors, black-market gear, and a cryptic seer.
- The Field of Horrors: a shifting battlefield where terrain and time bend; sigil nodes lie hidden in perilous zones.
- The Seven Capitals: each king’s domain offers unique faction quests and artifacts.
Structure and Triggers
Act I: Gather allies, locate the first sigil, and fend off incursions. Act II: Traverse contested borders, expose betrayal within the Convergence Council, and secure alliance with a faction ally. Act III: Hold Ragoth during a coordinated assault or risk the Field’s permanent unification of the four races.
Side Quests & Hooks
- The Weeping Ditch: a haunted trench revealing a pact broken centuries ago; restoring it weakens a vampire enclave.
- The Traitor’s Riddle: a shard-keeper who demands a moral choice before handing over a sigil.
- Rescue of a Dynastic Envoy: the envoy holds a crucial riddle about the Field’s true nature.
Challenges & Rewards
Expect siege tactics, infiltration, and moral dilemmas. Rewards include signature magic items such as the Blood Sigil Blade, the Crown of Seven Kings (granting council-level boons), and lineage-tinged abilities for Saiyan hybrid characters. PCs emerge with new alliances, a choice of how to shape Ragoth’s future, and the power to redefine the borderlands’ fate.
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