Storm Of War

The Storm of War is 4e D&D campaign set during the beginning of conflicts on the northern borders of the Empire of Thorn. You are members of a mercenary group, the Dread Guard, that has been left behind in the city of Punjar. The rest of the Dread Guard have headed northward to the burgeoning war zone. Your group is an elite (although junior) strike force that is made up of individuals with unique abilities. This composition of abilities should allow you to handle the many unknown and varied challenges that will cross your path.

The main reason you were left behind is to provide continuing service to Duke Leandro Hurg. The terms of this service are in a complicated contract the Duke signed with the Dread Guard. Being junior members, you have not been privy to these details, but an agent of the Dread Guard has been left in charge of the “office” and is handling the contractual negotiations when needed. You have had very few dealings with this agent, Osrid, but he appears to be one of those slimy bureaucrats that count every silver piece.

The other, more surreptitious task is to watch out for insurgent activity. Punjar is going to be the major supply port for the upcoming conflict. It is expected that agents of the Morgau Imperial Principality, derisively known as the Mippies, will try to disrupt the supply chain. Osrid has employed several operatives that will be gathering information on potential subversive activities.

Storm Of War

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