“Corsairs of Varisia” is a homebrew campaign which has low magic; emerging technology in the form of firearms; reavers, swashbucklers, buccaneers, and pirates.
“Corsairs of Varisia” campaign pits the starting party in a emerging town situated between Riddleport and Magnimar.
The town, formerly Roderic’s Cove, had been conquered by pirates from Riddleport, but has been recently liberated from support from the south to stop the advance of Riddleport into their waters.
The town was renamed “Beacon” and the lord of the town is calling on any who wish to make their fortune and become something great; with little to aid them but their wits and steel.
Section 5: SHRINE to DEMOGORGON
The heroes must escort a ragged band of castaways through monster-infested wildlands in order to reach the safety promised by the colony of Farshore.
After following the road south leads to a dead end, the castaways are forced to turn inland, into the heart of the jungle...
ROLL20 TACTICAL MAP Google Map TACTICAL MAP Quick Sketch of the Isle of Dread
You've heard only rumors, but it seems that the Miriam's Love isn't the first ship to show up dead in the water with no crew and no trace of what happened to them...
Side Quest: The Mysterious Slavers:
You've heard rumors at the Tavern in Rickety's Squibbs that a huge vessel, carrying slaves of an indeterminate race, came in for repairs. The guard onboard were heavily armed, and several people claim to have seen "lizardly humans" through port windows when they were able to sneak up. Voices were also heard at night, trying to get passers-by to release them, with promises of rewards.
The World Weapons:
It appears that there will be some sort of "demons" invading the Shackles, and the ancient Azlanti World Weapons are somehow connected. There is a cave, off of the cost of Rickety's Island, where you can learn more...
They be goblins, you be food... why are they so weird, dude?
That's what the W.D.G.F.F. (Western Duchy Goblin Fighting Force) first Reconnaissance and Strike Crew, aka "Gob Smash One" (that's you) have been sent to find out, in the barren mana wastes beyond the edge of the Duchy near the border of Geb in an ancient abandoned outpost called Hightower...
The insane Count Visage with incredible powers makes his home in a micro-world. The Count has decided to throw a party for the powerful and interesting and bored. The players are invited to serve as the nights hired "entertainment."
Gaming on the Vast Ring World, where any race can be found, where the gods have gone, where ruins and newkindoms can be found after the fall, where Adaventr and danger awaits players.
Goblins infest a fallen Dwarven underground fortress and mine; somewhere inside PCs must find and recover a critical treasure hidden by the Dwarven Clerics of Dumathion.
This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.
Welcome to Sandpoint, Varisia! You have arrived just in time for the Swallowtail Festival and the reopening of the Cathedral after the old one burned down five years ago.
SECTION 5.3: THE SECRET OF THE THUNDERER
Bodyguards to Lady Vanderboren, our heroes have refurbished an old pirate ship just in time to embark on a fateful voyage south.
Trapped in an awakened Sargasso, they seek the heart of it to escape!
"With sloping masts and dipping prow,
As who pursued with yell and blow
Still treads the shadow of his foe,
And forward bends his head,
The ship drove fast, loud roared the blast,
The southward aye we fled."
-Coleridge "The Rhyme of the Ancient Mariner"
The passengers aboard the Throaty Mermaid are on a long voyage heading south towards Sargova. Everything is perfectly alright. Nothing unusual is happening...
ROLL20 COMBAT MAP