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You wake on a straw mattress in a dim inn room in Tilverton, head pounding, mouth dry. A month has passed — or so the landlord tells you. You remember nothing after the ambush on the road.
Then you see it: five glowing sigils, azure blue and crawling with arcane energy, burned into the skin of your forearm like brands from a nightmare. They weren't there before. You don't know what they mean. You don't know who put them there. But when the first one pulses to life, your hand moves toward your weapon without your permission — and the royal carriage rolling past suddenly looks like a target.
The Azure Bonds are not tattoos. They are leashes.
Each of the five marks represents a different master — a faction of the wicked and the ambitious that has laid claim to your body and your will. The assassins of the Fire Knives. The Red Wizards of Thay. The cult of the dead god Moander. The iron fist of Zhentil Keep. And something older, something worse, lurking beneath them all. When any bond activates, you obey. You fight who they want you to fight. You kill who they want you to kill. Until the bond is broken.
The only way out is through.
Stripped of your gear, wanted by the crown, and betrayed by your own bodies, you and your companions must claw your way across the Dalelands — through the war-torn ruins of Yulash, the shadow-haunted halls of Zhentil Keep, and the cursed elven forest — hunting the factions that hunt you. Break each bond. Dismantle each conspiracy. And pray that when the last one shatters, something worse doesn't crawl out from underneath it.
This campaign features: faction-based investigation, open-ended quest ordering, body horror and loss of agency as a central theme, morally complex political intrigue across Cormyr and the Dalelands, and a climactic confrontation in the ruins of Myth Drannor.

Temas relacionados

Dungeons & Dragons
Roleplaying Games (RPGs)
Tabletop Role Playing and Board Games
Sci-Fi/Fantasy

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