An Upcoming Dungeons and Dragons 5e Campaign
- Tested with a party of 6 players
- Concept Based on Nature Reservation with a Fantasy twist
- Reviews Available Below
- Upcoming Kickstarter Planned (unknown release date)
STORY:
The year is 1507 DR and all seems to be as it should along the Sword Coast. Everybody is doing what they can to get through each day and earn enough coin to live comfortably.
In this time of peace, architects and major cities began working together to plan how they could further improve production in the city and get their flourishing treasuries to be the wealthiest in Faerun. This mix of greed, competition, and skill brings the first mass-producing factory to begin construction in Baldur's Gate.
Even before they start construction on this first factory, the winds in the land seem to be getting more ominous for those in tune with the forces of nature. Despite calling out and asking the great nature deity Mielikki for aid in calming the winds, the fury of nature continues to get worse.
At the heart of nature's fury stands a Tabaxi Druid with a Wolfkin Fighter by her side. Together, this duo has been putting efforts to correct the imbalance between nature and civilization, but it seems they're plans to take care of this issue are among the worst ways to handle the struggle; extermination of the major cities that are to blame for civilizations overreach!
But has civilization really overreached or is the cause to restore balance with nature premature? If restoration is needed, is this the way it should happen? And where is Mielikki, the deity that can make things right, when the land - and even the people - need her most?!
INTRODUCTION:
Welcome to the nature-based campaign that takes place within the realm of Faerun, right on the familiar terrain of the Sword Coast. This campaign is entitled Natural Imbalance and the core concept of the main villain in this story is that civilization has overstepped its boundaries in the balance between civilization and nature.
Through this campaign, Game Masters will find that there are many open-ended segments of the game. This is designed to allow players to roam and partake in adventurous curiosities that they would like their players to indulge in. There is always a goal for the players to reach, but oftentimes the timeliness of the task is left open. These open moments are great opportunities for Game Masters to urge players to interact together through role play, provide encounter moments to give players a chance to find their place in combat, and even strange moments that could be fitting to the theme of nature’s fury.
This module is designed for players starting at level 1 and bringing them to level 10 through a milestone leveling system. This module does not take experience into account and so the calculations of the experience-based leveling system are likely to be incorrect. The story progress will be clear for the moments that players will level up throughout the journey.
Altogether, this module will feature a unique Session 0 that can be used in other campaigns, a story and theme unlike any other campaign, multiple new magic items, new spells, and a brand new spellcasting class for players to play as with an important in-game non-playable character that is a high-level version of the class with a matching shop in Neverwinter.
TEASERS:
New magic items coming with this game (name only) include Selah's RagTag Armor, Neoth's Helm of Beasts, Thonus' Rebellious Dice, Lucas' Eyes of Tracking, Arcadius' Lightning Hammer, Zeeke's Winged Pendant of Light, and more!
The unique Session 0 is a concept called Festival of Talents. Each member has a solo roleplay entrance where they can introduce their character with a fun added revealing event as they choose a game of skill, a game of luck, or a different act.
The new spellcasting class is called Curist and they play the role of an independent support character. It is a d8 hit dice class, using Intelligence for their spellcasting ability, and will take either tool proficiency in Cobbler's Tools or Weaver's Tools. This choice affects the subclass options, as there are two options for both tool choices.
(not final image)
(not final image)
Lucas Grassforest: 9/10
"They story was strong and went at a good pace."
Zeeke: 8/10
"The story of Natural Imbalance is well crafted and engaging. Having played D&D for over 30 years, I highly recommend this story to Dungeon Masters."
CREDITS:
Written by Dean Clark
Page Creation by Vlad Vox
All current art has been created through the AI engine Midjourney and then altered with secondary programs. Many pieces are planned to be replaced by hired artists following a successful Kickstarter; details are to be revealed at a later date.
The Curist class is still ongoing playtesting in both campaign and one-shot games.
Natural Imbalance has been playtested with a party of 6 players.
Full reviews can be found here, but here are some quotes from the reviews.
Neoth Sigmarson: 10/10
"The campaign's unparalleled world-building, compelling narrative, and player autonomy make it a masterpiece of adventure. 'Natural Imbalance' is a must-play for any D&D enthusiast, offering an unforgettable journey that transcends the typical tabletop experience."
Selah:
"This campaign puts a new twist to adventure and makes you strategize in ways you never thought you would have to. Everything from the storyline to the NPCs has been detailed meticulously."
Arcadius: 4/5
"The story leads into some serious questioning roles where you find yourself thinking on whether or not you are the good guy or the bad guy. Plenty of time to Role Play and plenty of battle time; it was a solid mix of both. Definitely worth a play through."