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Campaign: Death's Door
Death's Door

This is a dungeon campaign believed to be set inside a pocket demi-plane. The players have been swept away from their world with the understanding that if they fail to escape the island, then all their people will be killed. If they manage to escape the player and their people will be rewarded.

The campaign starts on a landmass the locals call The Isle of Dander. It is a fairly large landmass holding several cities with populations between 1,000 to 10,000 people. Several races are found here from elves, humans, dwarves, halfling, gnomes, half-orcs and dragonborn. There are no real kingdoms, only the cities projecting thier authority outward as far as they can.

The players start insided the dungeon, equiped with a burlap tunic, cotton pants, a cruded dagger and a lit lantern full of oil. No spell books, no holy symbols, no other items.

Divine casters whose God is not present or does not have a following will be restricted to 3rd level or lower spells. Wizards will only have their memorized spells until they can aquire a new book. Sorcerers and bards will have spells as normal, but will not be able to learn new spells until they can leave the dungeon or find a safe place to practice.

There several dungeon entrances and exits across the island and also believed to be in the oceans off the coast of the island as well. The portal to leave the demi-plane is beleived to be somewhere deep in the dungeon.

Sailing a ship away from the island will land you on the other coast, at about 14 miles out you will see the island. Leading people to beleive the ocean is only 26 miles across.