Chart the unknown, recover ancient knowledge,
and survive the wild frontiers.
Join an ongoing series of Expeditions
on an evolving map.
You are a member of the Questors Society, part of a grand expedition venturing out from the heavily fortified frontier town of Vanguard's Reach. Your mission is vital: secure resources, map the terrifying unknown territories, and recover ancient, lost knowledge from the perilous wilds. Danger scales with every step, pushing you from goblin-infested lowlands to the treacherous, monolithic ruins of the forgotten epoch. The secrets of the world are out there, waiting for the boldest of adventurers to claim them.
To manage a drop-in, multi-player roster smoothly, the campaign operates on a few strict logistical rules:
The Safe Haven (Vanguard's Reach): This heavily fortified frontier town sits on the edge of the known map. It is the central hub where every adventure begins and ends. There is no adventure or combat inside the town. It is strictly for buying gear, leveling up, sharing information, and forming parties.
Player-Driven Exploration: There are dozens of quests and rumors. Groups of 3-5 explorers get together in town and decide what they will be investigating. Follow up on a rumor, seek a bounty, wander the hills to the west, looking for trouble and treasure, or get involved in one of the many storylines taking place among the factions.
The Shared Map: The DM holds the master hex map, but players are responsible for updating a shared "Guild Map." If one group discovers a troll cave, they must mark it so the next group knows to avoid or hunt it.
Multiple Characters: Players are encouraged to maintain a roster of 2-3 characters to allow for easy swapping if a character is mid-adventure, recovering, or if a specific party composition is needed.
This campaign utilizes the Dungeons and Dragons 5e system and is built as a highly flexible, drop-in, drop-out West Marches experience. This episodic structure, combined with the encouragement for multi-character rosters, means you can seamlessly swap between characters for easy party composition and scheduling. Simply form a group of 3-5 players, decide on your objective, and prepare for the next open session.
Mystery and danger are key. Each zone has several planned encounters, but the DM uses heavy random generation for monsters, npc's, loot, and discoveries, ensuring that no two expeditions into the wilderness are ever the same. The land is truly untamed, and your actions, or failures, will permanently mark the shared Guild Map, affecting every party that follows.
Be smart, be prepared, and be ready to die heroically,
because in Aeranos, the only constant is the unpredictable frontier.
StartPlaying.Games • DnD 5E24 (Gritty Fantasy) • 18+ (Beginners welcome) • Discord / Foundry VTT