Come find us at Game Night, Saturdays @ 7 PM in the English Building!
This year's club campaign takes place in four settings. The continent of Enandria, land of Gods and Monsters, the continent of Seren, land of Time and Magic, the continent of Talresia, land of Legends and Shadows, and the continent of the Torn Sea, a land of Daring and Danger. The first two are run in DnD 5e. The Torn Sea, however, is a Pathfinder 2e setting.
Additionally, due to the number of games and expected players, the Illini Metagamers Club Campaign has a tradition of Shared Worlds. These games all have a shared overarching plot and broad setting. These Shared World games will meet twice a semester in a CoGame event, where GMs and players swap around for a unique, plot-focused one-shot!
Games that aren't part of a Shared World are referred to as Smolives, and are indicated in their pitch below.
The following games all use the D&D 5th Edition ruleset, with included homebrew. They are all set in either Enandria or Seren.
Themes: Fate, Roleplay, Adventure, smidge of Mystery, & Hijinks
System: Dungeons and Dragons 5th Edition
Region: Enandria; Menestre (Roman Mythos)
Meeting Time: 7 PM on Fridays
The country of Menestre is vast. Within the country, the gods play some part, but not a major one. They do not dictate what the mortals do, but they still must be respected lest you end up with a permanent curse that will ruin your life. Menestre used to be a country driven by a passion to conquer, but has since then become more peaceful and harmonious. At least that's what everyone thinks.
In the city of Novustem, there stands one man who believes that the fate of the country is at stake. But who is threatening Menestre? Why is no one taking care of it? Well, it's because, according to him, it's a secret underground organization with mysterious gifts that no one knows about because the members are so good at being covert. This man's name is Caius, and he is the leader of the Fools of Fate: a ragtag bunch of misfits who will take down the secret evil that plagues this land.
The only problem is every time some poor group of newbies take a chance on Caius, they end up dead or disappearing. So at this point, no one wants to work with or near him because he's either incompetent or evil.
So, if you are a new adventurer or believe in this drivel this fool is spouting, then you should join up with the Fools. He doesn't pay in gold, but he does in experience. Not the best starting job, but it sure might be interesting. Who knows?
Themes: Mystery, Roleplay, Cooperation, Competition, Combat (...Eventually)
Region: Enandria
Time: 7 PM on Tuesdays
System: Dungeons and Dragons 5e
The collection of Island Continents known as Enandria is known as a place of myths, legends, and heroes. With a different pantheon of gods presiding over each island continent, divinity suffuses the region. However, there is one notable exception — Dunderan. An inhospitable volcanic wasteland of exiles, criminals, and misfortunates. Few choose to go to Dunderan, and gods are no exception.
However, recently a great change has struck the Godless Island of Dunderan. A Temple arose from the earth, tempting adventurers to seek the secrets within. None returned, until Doctor Disbelief, a famous escape artist (and infamous blasphemer), went into its depths promising to perform his greatest escape yet. Months later, after he had been presumed dead like all the others, an unexpected message was heard on the radio.
The First God of Dunderan had ascended. In the following three decades, countless hopefuls entered the Temple’s depths. Only a precious few returned: a growing pantheon of gods for a once godless island. You are one of these aspirants. Desperate to attain godhood, you crossed the bottomless chasm surrounding the temple and ventured within. You delved through its labyrinths and avoided numerous monsters and traps for days on end, whether by skill or blind luck.
One day, you rise once more to fight for your life in the Temple, but this time you’re not alone. You’ve made it farther than most could ever hope; Divinity lies within your reach. However, only one may claim it. And thus, the game commences. A competition to claim godhood. The one with the will to win becomes a god — the rest will never leave. Just remember: you chose this. May the fire of your ambition burn brightest, lest your dreams be reduced to cinders.
Ally with your competitors and become a legend in this Game of Stars. Betray your friends and become ruthless in this Game of Shadows. Uncover the secrets of divinity -- if you dare...
Themes: Combat (crypt + forest exploration), Exploration (checkpoints + mini-dungeons), Roleplay (treating with fairy folk + beyond), Discovery (ancient secrets of the royal courts)
Region: Enandria
Time: 7 PM on Thursdays
System: Dungeons and Dragons 5e
Kneeling at the foot of the crypt of Mighty King Arthur, deep in prayer, sulphur rises into your nose. Below you, a steaming, argent grey smoke billows around you. A ghastly cry from across the yard rings clear. The mausoleum has been infiltrated by darkness, and you are at the heart of it!
```
My Beloved Fairy Folk,
You receive this heron’s call with great urgency. All around, the forces of darkness permeate our sacred land. The bones of our beloved and our kin are being stolen beneath our very feet. We call to action the militia of Avalon, you! If you are of able mind and body, fight! If you are not, retreat to the brush of the fae, where these wretched abnominations may not reach you.
We must not let Avalon fall, we are too great a nation with too great a history to bend to the will of wavering darkness. We fight! And I shall march alongside you. Do not waver. The light of the apple island will protect you forevermore.
Your Queen of Queens beckons you,
Morgana Le Fay
THEMES: Investigation, Combat, Roleplay, ~~Eldritch Horror~~
TIME: Wednesday (7 PM)
REGION: Dunderan, Enandria
SYSTEM: DND 5e
You awaken within a dark room, surrounded by strangers. You come from different backgrounds, different walks of life, even different continents, and none of you remember how you got here. The last thing you remember was meeting Professor Magnus “Tinhead” Lindson of Miskaton for one reason or another. Strangely, all of you bear a deep, hastily sewn together incision on your left temple, which was not there before you awoke.
The room is mostly barren save for a small table in the middle, upon which a note in messy, scrawled handwriting rests:
“If you're reading this, I’m dead, and you all are in grave danger. The operation was a success, or at least as close to one as I could manage, so you should be safe from the influence of the Pillars, among other things. Assuming they are not dead as well, try to find Nasrah Wewelai and Strauss Nemur. They are the only two I trust, if that means anything to you at this point, and they should be able to tell you more about your current situation. I know I don’t deserve forgiveness for what I’ve done to you, but I’m sorry all the same. You hold the fate of Enandria in your hands, and you are the only ones who can save it from a threat from beyond the stars. May the Gods watch over you, if any are even brave enough to do so.
~ Magnus “Tinhead” Lindson”
THEMES: Roleplay, Exploration, Villainy, Plotting, Brooding, Conspiring, Being a Nuisance
TIME: Fridays at 7:00 pm
REGION: Enandria, Writelle, Camelot
SYSTEM: Dungeons and Dragons 5e
To the many wretched scoundrels of Camelot,
With Camelot still reeling from the death of King Arthur, Prince Edwin has decided to go off and become a hero just as his great grandfather, a decision that has brought out complicated feelings in many. While he may mean well, Edwin has no support from fate or prophecy, and he has shown no true aptitude toward the ways of knighthood. As the sole heir to the kingdom, his death could bring about the kingdom’s total fall. At the same time, another great fated hero is exactly what Camelot might need to revitalize itself.
Thus I, Master Harley Thorne, have gone behind the backs of Camelot’s royals, especially that of reigning Princess Emera Pendragon, to recruit you.
You are the many Wretched Scoundrels of Camelot, and I think I could use that. Your task is simple. While we may not have fate on our side, you shall work in its stead. Wherever Edwin goes, you must follow. Become the villains in his story, and challenge him enough that he may grow into a true hero.
Follow him from city to city, and cause problems for him to solve. Kidnap the mayor's children, start a blood feud between two noble families, poison the water supply, just make sure the prince is there to fix it and grow into the hero that he must become. And any true threats to his life that you may run across? You have my full permission to terminate them.
- Harley Thorne, her Royal Spymaster
Themes: Monster hunting, tactics, ecology, kaiju, RP-light
Region: Wandering. You will be going between any and all of the Enandrian continents to take care of big problems.
System: Dungeons and Dragons 5e, with a heavy dose of other things.
Time: 7 PM on Mondays
Note: As mentioned in the System area, I'm incorporating extra-5e mechanics and systems to make giant monster hunting more fun and interesting, and make sure more unique and unorthodox builds are viable. If you don't want the extra bit of complication from that, you may enjoy another game more. That said, I will be doing my best to make sure that things are paced properly and I don't dump too much on you day 1.
Enandria is a world of divinity, of grand scale, and monumental achievement. Great beasts and demi-divine creatures walk the world, and unfortunately beings of such a great size are innately destructive. As such, a guiding hand is sometimes needed to keep those paths of destruction out of the way of those of us too small to notice. As a hunter, it is your duty to be that hand.
Here on the island of Keššia, we study and learn from the colossal, understanding their place in the ecosystem is necessary to keep the world safe. It also makes it much easier to **do battle**, if necessary, and it often is. While some creatures are simply unaware and can be informed, other creatures need the guiding hand to be fairly rough. This is also your duty.
Finally, it is important to understand that this world is fully, truly alive, and interconnected. Nothing happens on the most secluded Armian peak that doesn’t affect Dunderan, nor does a pebble falling in Massershan mean nothing in the Skjerlands. When trouble stirs, it stirs the whole..And of course, there’s a whole lot of stirring right now.
Oh, and don't mind the fact that our turnover is so high. You'll live! Probably.
Themes: Mystery, Puzzles, Roleplay, Greek Mythology, Reinventing the Wheel
Region: Boundless, Enandria
System: Dungeons and Dragons 5e
Time: 7 PM on Mondays
There's a cool breeze in the mid-afternoon air. The sun shines over the lowly village of Eveningtide. There are children playing in the streets, merchants selling wares, and the smell of fresh food being cooked in houses all over the village, preparing for an early dinner. The smell of the ocean permeates by the full ports where there has been a recent boom in trade.
This afternoon isn’t like the rest. An uneasy feeling sets in as darkness falls on the village. A wind blows roughly against the sales of the ships, and thunder is heard in the distance. Dark ominous clouds block the sun as a thick fog rolls over the village…
And just like that, it’s over. The sun shines on the ocean like nothing ever happened. The fog had let in a matter of moments, revealing nothing. In fact, it's almost like the village wasn’t there at all…
But why would this matter to you? It's all just legend anyways. At least, that's what everyone else says. I can't say I remember when exactly it DID vanish but might have been... a hundred years ago? A thousand? ...wait... I could have sworn some folks were there just a few days ago...
Themes: Roleplay, Mystery, Exploration
Region: Enandria
Time: 7 PM on Tuesdays
System: Dungeons and Dragons 5e,
Ps.: lots of homebrew stuff involved.
As you unfurl the letter, a single black feather drifts to the ground, a silent message from a raven. The parchment feels ancient, and the words are written in a flowing script:
To You,
I write to you from a place far removed from your sight, yet ever close in thought. My ravens, Huginn and Muninn, have flown far and wide, and their keen eyes have settled upon you. They have watched your deeds, noted your bravery, and seen the strength of your resolve. It is clear to me that you are no ordinary traveler. You are a part of fellowship bound by fate, destined for something greater.
In this world of chaos and secrets, I find myself in need of allies. I seek those who can see beyond their own path and who have the courage to step into the unknown.
My ravens tell me you are such individuals—capable of deeds that can shake the very foundations of the nine realms.
Though my voice reaches you now, there is much I cannot yet reveal. Know only this: a shadow stirs, unseen by most, but not by me. I have glimpsed its shape, and it threatens more than you might imagine. I believe that together, we can cast it back into the darkness from whence it came. You have the power to aid me, to serve a cause far greater than any treasure or glory. I ask that you prepare yourselves, for soon you may find the path to me, and on that path, the truth will be revealed.
Watch for my signs, listen for my ravens. They will guide you when the time is right.
Until then, may your journey be swift and your courage unwavering.
Sincerely; The All Father.
THEMES: Mystery, RP-Heavy, Exploration
TIME: Mondays (7pm)
REGION: Massershan, Enandria
SYSTEM: DND 5e
WARNING: This game will be using modified encumberance, food/water, and travel time
Welcome to Massershan! Everything is fine. The desert sun beats down upon us during the day, and we freeze at night, but everything is fine. People are disappearing and we don't know why, undead roam the sands at night, but everything is fine. A civil war rages in the south as we are invaded in the north. Monsters run amok and nothing makes sense, but Everything Is Fine!
Nobody knows what's happening, or why, but maybe thats where you come in? Maybe YOU can find the source of these problems, sift through the sand and find an answer. Or maybe not!
Welcome to Massershan, please do try and stay alive, and remember EVERYTHING IS FINE!
Themes: Roleplay, Skill Trees, Mystery, Intrigue, Dungeon Crawling, Timeline Hopping, Stars, yes
Time: Wednesdays 8pm
Region: Seren
In the back of your mind is a melody. One note at first, then two, then three, four, five, and so on. Each note an itch in your mind that you can’t scratch. Just like the visions of a cottage in the woods, a group of people, stars, battles, adventures, but that’s all nonsense. It’s all just dreams- Sour notes played gracefully in a row.
The discordant melody plays on repeat over and over and over and over and over again until you snap back to wherever you are. A letter floats down before you- simple, just a folded piece of parchment with a singular star-shaped stamp preventing the folds from giving way. Opening the letter reveals elegant writing, briefly detailing a mission to a local cottage in the woods- covered in vines and stars- and a promise to stop the craziness. Normally you’d ignore such a letter, but that melody just keeps playing and you’ll do anything to end it.
Themes: Mystery, Murder, RP-Heavy, The Past/Present/Future, Puzzles, Intrigue
System: DND 5e, with mechanics from Good Society mixed in.
Time: Thursdays, 7PM- BIWEEKLY
Region: Seren
Notes: Loop utilizes a number of custom status effects as well as a custom fatigue mechanic to better represent the concept of timeline hopping!
ACT 2 UPDATE- The campaign has a dimension-hopping element as well, now.
Mansion Arcanum welcomes you to the Centurial Chronomancy Convention!
Situated atop the bluffs of Sartun Isle hundreds of feet above the coast overlooking the sea, in this picturesque manor, is where The Centurial Chronomancy Convention is set to take place. It’s nothing if not a high-profile event: wizards from across Seren are set to be in attendance, alongside the wealthy and honored from both the isle, and nearby Mirialis. Whether you come from the upper echelons of high society; have been invited due to your grand heroics; or have been hired to provide service for the event- your attendance is expected and welcome within these four walls.
Yet rumors swirl in the underworld of the nearby metropolis of Mirialis. Bodies, found abandoned in alleyways, unidentifiable from the remains. An influx of visitors- and money- to parts of the city long devoid of wealth and welfare. Whispers of jobs, payments for less than savory tasks completed. But these are the problems of urbanization- not of Sartun. Not of the isle, severed from the rest of Seren by the rushing waters of the Guardian Channel.
So stay awhile, will you? The mansion would love to have you.
Themes: Roleplay, Combat, Slight Mystery, Reality Shenanigans.
Region: Seren
Time: 7 PM on Wednesday nights
System: Dungeons and Dragons 5e w/ minor Good Society mechanics
The Cities of Tempora have floated peacefully across the skies of Seren for centuries but lately trouble has been stirring within the streets. Shipments both in and out of the cities have gone missing without so much as a trace to be discovered. This has lead one of the larger merchants in the city, Merihim Olsten to request the aid of some outsiders.
To any and all looking to make some coin I am in need of some security. Lately my shipments have gone missing and as such I have taken it upon myself to find a group to protect this next one. I charge you with watching over the materials and if possible finding out the source of these disappearances. If you accomplish this you will be rewarded handsomely - Olsten
Best of luck my dear adventurers I only hope that everything is as simple as its laid out to be.
Hello! This campaign will meet weekly on Mondays at 7pm in the English Building.
Welcome to Varangova, the darkest kingdom in Talresia. Under the Onyx Veil the cities, streets, and forests of Varangova are left in an eternal night. The citizens of Varangova range anywhere from ghosts to ghouls and anything in between. The people of Varangova have always been cold (in more ways than one), but they have recently become more hostile to outsiders.
Reports of missing persons, monstrous ambushes, and even whispers of an ancient ritual have been spreading across Talresia. A local fisherman has hired you, a brave hero, to rescue his abducted daughter and unravel the secrets that lie behind The Onyx Veil.
Goodluck, stay sharp, and always carry garlic 🧛
THEMES: Combat, Roleplay, Exploration, and Conspiracy!
TIME: Thursdays from 7-11 pm
REGION: Talresia
SYSTEM: DND 5e
Lots of Homebrew Material, Gimmicky Combats, and Player-driven story!
ATTENTION CITIZENS!! The vanguard defense against The Corruption will not last much longer-- the war proves bitter and far too costly. We need brave souls like you to chip in and raise funds for the war effort; life on Isle of Cyclia must persist.
Join the Chalijevan Intoxicants Administrators today! Responsibilities may include:
- Delivering product to our many dealers across Talresia
- Training new recruits
- Assassinating political figures
- Planning birthday parties!!!
- Distributing propaganda
- Proudly serving your country
Benefits Include:
- (pay?)
- Proudly serving your country
- Dental
Sign up today!
Apply in person or by mail to Prisgrad City Hall or Contact Devon An Ceryl by Sending Stone at the number ƼƼǝ|?|_|ə§ЧӞЧ
An Action/Adventure/Slight Comedy
DND 5E Campaign
Run on Wednesdays at 7pm
Homebrew must be verified
Attention, adventurers of Azaterra! I am William Prism, a seeker of truth and master of arcane wonders, calling upon the brave and the bold to join me in a quest of epic proportions. Our world teeters on the brink of chaos. I have made a major finding that could change the balance of Azaterra forever. Groups like the nefarious Destructive Wave would seek to use this ancient knowledge against us and I need your help to ensure that does not happen!
If you wish to aid me, meet me in The Nexus with haste. I can already feel the forces of evil closing in around us all.
THEMES: Exploration, Combat, Roleplay, Mutation Mechanics
TIME: Tuesdays (7pm)
REGION: The Paralyzed Lands, Talresia
SYSTEM: DND 5e
A terrible curse has fallen over the Paralyzed Lands. The dead of Galostra who perished in the Paralyzing War have been reanimated to reap their unholy vengeance upon our peaceful lives. Our homes in the Liftra subcontinent are in danger to be destroyed by the approaching undead hordes. These undead are not like normal undead, they have retained their minds from their previous lives and capable of intelligent military tactics. The terrible leader, The Flayed Queen, has formally declared war on our newly formed coalition. To save our way of life,
WE NEED YOUR HELP!!
We need soldiers willing to put their lives on the line for the good of all of Liftra. We need brave individuals who will fight off the greatest evil Talresia has ever known. We need heroes to rescue Talresia from its darkest hour.
We Need YOU!!
Enlist Today at your Nearest Recruiting Station.
(While the pitch above may imply this to be a very black and white conflict, this couldn't be further from the truth. Remain vigilant and remember your morals.)
Themes: Fate, Mystery, Adventure, Guilt
System: Dungeons and Dragons 5th Edition
Region: Arcron; Lumis
Meeting Time: 6 PM on Fridays
Welcome to the city of Lumis, a community that has seen a dramatic decrease in crime and violence since the introduction of Faith, a governmental system designed to protect and defend the lives of its people. Adventurers are enlisted to help in this effort, ensuring that no harmful influences affect the citizens of Arcron. In the end, we praise these adventurers—these heroes—for their courage, dedication, and commitment to the protection of our world, our family, and our way of life.
In essence, the players are like the FBI or CIA, acting as secret agents sent out on missions both inside and outside the borders of Lumis to help keep everyone within Arcron and Lumis safe and at peace. The story will be based on these missions, where you will receive information about the tasks you need to carry out. These tasks could range from finding a murderer to eliminating bandits on trade routes.
Theme: dark humor, but overall depends on the players
Time: flexible, whatever the players agree upon
System: Dnd 5e
Region: Smolive
The reality is I procrastinated way too much so I dont have anything… the entire plot will be built around character backstories… If you got a complicated character with a lot of pages of backgrounds… I would love to read it all and merge it into the plot lol
Altheria is a special far away continent, colonized at first for its special magical minerals that would be imported back to the colonizer lands, the mineral extraction and exportation from the lands has led to wilder and wilder situations happening in the continent. Over the following millenia, all of the settlments on Altheria has broken free and pronounced independence, due to many factors, but mainly due to the devestation of most other continents due to the influx of magic to their lands, Altheria continues to be the only stable continent in the world, but that is not a high line to cross, and even then, it is barely stable.
Also I need to point out, I like to make my campaign revolving around the players, not the other way around. If you got any idea, extra mechanic, or whatever you want to add or explore, feel free to talk to me here or DM me and I am sure we will find a way to make it work.
The following games all use the Pathfinder 2e ruleset, with included homebrew. They are all set in the Torn Sea.
Themes: Combat, island exploration, roleplay, dungeons
Time: Fridays at 7 pm
Region: The Torn Sea
System: Pathfinder 2e
A pamphlet is spread among the taverns of job boards of the city of Aesouras reading...
To all in need of work, I, the illustrious Belverath, the undoubtedly eventual ruler of this grand city, am in need of adventurers. Many of you may be aware of the unexplored ruins surrounding us in this archipelago. I wish for them to remain unexplored no longer, and to that effect you all will bring me the artifacts contained within them. You will be paid handsomely for each artifact retrieved and will even be given a stipend for equipment and other essentials. That being said, I will not accept the unqualified, so be prepared when we meet.
Themes: Mystery, Factions, Roleplay, some combat, and lots of silly
Time: Wednesday (7pm)
Region: The Torn Sea
System: Pathfinder 2e
You receive a letter signed with a golden E, and a polished red stamp
“Dear Future Guest, we’ve heard your call for aid. Whatever thing is plaguing you most, Financial troubles? Illness? Lack of safety? Whatever it is you need, The Embrasia Syndicate will answer. In your trying time we offer a beacon of light and hope. Of course there is always a price, but I'm certain we can work on the best deal that benefits you. It would be wonderful to have you as a guest, note the entitled address and time, For a wondrous dinner, A perfect opportunity to discuss your new commitment further.”
Signed in a pale gray ink
“Best Wishes to the newest guest”
The Ember Eternal
-This Campaign will be focused of working with the many Factions of the Massive city of Aesouras, fighting over control and power over the city. You'll explore Aesouras and contend with the tough criminal organizations that fester within its walls.
Themes: Sea exploration/combat, roleplay, PIRATES
Time: Tuesdays (7pm)
Region: The Torn Sea
System: Pathfinder 2e
AVAST YE SCURRRVY DOGS! I be the pirate captain, Kilian Trench, Terror of the Torn Sea, and Captain of the dread galleon *The Psychopomp*. Despite the rumors of my demise by that upstart, Admiral Hopewell, I still draw breath, and I be lookin' fer a crew of the most vile, black hearted scoundrels, willing to follow me to ends of the world. For we be hunting no ordinary bounty, we be searchin' fer the greatest prize of them all, the *Heart of the Sea*, an artifact that has the ability to control the waves themself. If ye be interested, speak to me ship's steward, Danmas Thomforth at Scuttleberg. That is, if ye think ye have what it takes to be a part of me crew
Themes: Sea/Deep sea exploration, combat, roleplay, Mystery, Debauchery
Time: Fridays (7pm)
Region: The Torn Sea
System: Pathfinder 2e
you walk into the tavern and your attention immediately goes to that of a shadowy figure in a dark corner that's dimly lit, he slams a tankard of brew down onto the table and you hear him speak in a grizzled old piratey tone Imagine this… Yer standing around watching as the city of Aesouras has come together for a massive spectacle. One can only guess as to what it can be, but the royals want everyone to bear witness. Out walks a man chained together followed by 2 guards and Cassius Stormhawk. Cassius shouts “This man is charged with high treason and piracy. Never before has someone dared call themselves King of the Pirates until now. But we will be sure to remedy that and ensure that this is the last time it's uttered.” The royal leaves the grand stage and the execution is about to take place when a man yells out from the crowd “What did ye find? What did ye find at the bottom of the ocean and how did ye reach it?”. With his dying breath the King of the pirates looks out to the audience and lets out a burst of laughter, “HA, you all believe me to be a fool for not returning with such a great treasure and instead accepting this fate. I didn’t go there for that though, but simply for the thrill of adventure. I am no fool though, let me be clear. For I left them there for you all. Go! Find Them! I left all the world has to offer and more in that one place.” And as quickly as the spectacle began… It ended. Now that was 10 years ago and I be putting together a crew. Do ye dare be willing to look for the secrets of the abyss?
If you'd like to see what Club Campaigns have run in previous years, you can find all archived campaigns at the link below!