UNITED BY ELDRITCH HORRORS:
Orderly Chaos
D&D campaigns don't often have the luxury of finishing. They often fizzle out in a matter of months, or in my friends' case, a singular session. It was meant to be a campaign for their first ever characters, but they never got to see the light of play for years after it. So, I decided to change that after hearing how much they yearned for that party dynamic, despite how dysfunctional it was. After a few one-shots of getting my bearings on handling such a unique party, I decided to launch them into a full-fledged campaign with their enjoyment at the top priority. Rules are loose, plot holes are ignored, and mechanics are bent all in the name of fun. The plot itself is also fairly simple: the party is tasked with delving deeper and deeper into an abandoned laboratory, discovering the forgotten experiments that now roam the halls while searching for the source of it all. Oh, and there's also a god-like abomination of a dog that serves as the campaign's main plot device and mascot! Say hello to 002! Isn't he cute?

Battle Maps
All carefully hand-crafted in Dungeondraft with heavy attention to detail as to best convey environmental storytelling. Players are able to move around custom tokens of their characters on the map to better visualize not only the area around them, but aid in combat as well. Certain maps contain dynamic lighting where the visuals change depending on where the players move their tokens around to support immersion.
Players and NPCs
Every NPC on the left has a custom backstory that integrate seamlessly with the world I made as well as their own personalities, motives, relationships, and everything else that makes them feel real. Every player character on the right was drawn by one of the party members and contains descriptions for who they are and how I fit them into the story. The NPCs in this campaign are mostly one-off enemies, so their overall lore is lackluster, but is made up for the unique way they fight and interact with the environment.
Stat Blocks
Every creature my players fight has a stat block associated with them that displays their health, core stats, and abilities. All of them were made on Tetra-Cube and my main goal when constructing them is for someone to be able to visualize them solely based on text that describes how they fight. I very rarely use existing monster stat blocks as I not only believe that the way I run combat benefits from modifying monsters or making new creatures entirely, but also because I find a lot of fun out of constructing these stat blocks from the ground up as it better helps me understand how a fight might go.
Documents
Resources containing documentation for this campaign are coming soon!
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