Sunday D&D in Villa Rica
Details
WELCOME TO THE COAST OF THE FLANAESS
Your adventure begins along a quiet stretch of coastline known for fishing villages and marshland farms. It’s the kind of place where most people know each other’s names, and trouble usually comes in the form of storms or bad harvests. But lately, something feels… off.
THE QUESTION THAT STARTS EVERYTHING
Locals have been whispering about the old house on the cliff — a place abandoned for years, avoided by children, and spoken of only in half-jokes. Recently though, strange lights have been spotted in windows & strange noises drift across the marsh. No one agrees on what’s happening. No one wants to investigate.
The campaign begins with a simple question: What’s going on in the old haunted house?
WHO YOU ARE
You are not chosen heroes. You are not part of any prophecy.
You are simply people who, for your own reasons, can’t ignore a mystery:
- adventurers seeking work
- locals with a stake in the truth
- investigators following a rumor
- wanderers drawn into trouble
Whatever your background, you’re among the few willing to step inside that house.
WHAT YOUR CHARACTERS KNOW ABOUT THE WORLD
- Smuggling is common along the coast.
- Trade routes are not as safe as they used to be.
- Some people have gone missing, but no one agrees why.
- Local officials are overwhelmed or uninterested.
- Something is happening beneath the surface.
WHAT YOU WILL LEARN THROUGH PLAY
- who is behind the strange activity
- how large the threat really is
- what lies beyond the next clue
- what forces are moving in the shadows
THE PROMISE OF THE ADVENTURE
This campaign begins with a simple question: What’s going on in the old haunted house?
The answer will take you farther than you expect.
(The early adventures draw heavily on U1-3 from "Ghosts of Saltmarsh" but are edited to fit a larger story arc. If you know these adventures it is still okay to join, but that part of the campaign will hold few surprises. You can certainly play the secretive character who knows more than the rest! Be sure to avoid spoilers for the others.)
WHAT THE EARLY CAMPAIGN FEELS LIKE
The opening arc focuses on:
- local intrigue
- suspicious activity
- dangerous marshes
- abandoned buildings
- secrets hidden in plain sight
Expect a blend of:
- Mystery & exploration
- Dungeon crawls (some in extreme environs)
- tense social encounters
- combat against both human and monstrous foes
The story begins small and grounded — and expands only as your characters uncover more.
WHAT THE CAMPAIGN EXPECTS FROM YOU
This is a campaign for players who enjoy:
- uncovering mysteries & following clues
- exploring dangerous places
- making moral choices & protecting the innocent
- confronting hidden threats
But especially watching a small story grow into something larger.
You do not need to build for prophecy, cosmic stakes, or world-shaking power. If those elements appear, they will come later.
