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D&D Beyond Campaign Page Character Sheets, Stats, and Rules https://www.dndbeyond.com/campaigns/3240315
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Herding Cats YouTube Playlist https://www.youtube.com/playlist?list=PLcVfWZ-kl-oUj9sklcMEL5e2oYF0cXGg0
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Legend Keeper Lore, Player Notes, and Story https://app.legendkeeper.com/a/worlds/claffqu3yazu00855fv4boxnl/clvfyacjt03ws3b6kh7tctew8/
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Homebrew Content Mechanics, Rules, and Content
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https://ko-fi.com/synhawk - Requested by players to help pay for resources and materials
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TBC
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You can craft items and equipment out of monster parts and magical essences during the campaign. Below is the handbook I wrote for the system - as well as the list of items and recipes to make them (is always growing, check back)
Crafting & Gathering - 5e Player Reference Handbook - [email protected]


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https://www.dropbox.com/sh/zgw6ainhgsc548o/AADMeEKOL44LbjpUzMoteZg3a?dl=0
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The Campaign takes place along the coast of Faerun - called The Sword Coast. This is in the traditional universe of Forgotten Realms - a long-running world for Dungeons & Dragons (Year 1490-DR, ish). No background knowledge of the world is needed, beyond this is a fantastical medieval-style world, with all walks of life, race, creeds and professions.
The story itself will take place on the Isle of Teldamont, about 300 miles off of the cost, opposite Candlekeep and the Amn region.
Around 1368-DR, Teldamont was a bustling frontier boom town, rich in Iron trade and mining. The main deep water Port City and hub was The Point of Origin, located on the west side of the island - through the ‘Arms of Tel’ is the only entrance to the island via water, due to shallow reefs for miles and miles.
Recently, a group of adventurers spent a fortnight rallying against a group of bandits who were abducting and looting the locals, The Redtails. During this fortnight, they found that the bandits were working with other factions, The Bloody Horn Clan - a group of Orcs sacrificing the abductees, and The Order of the Risen Claw - a group of cultists looking for a vault on the island. The adventurers ended up siding with a local Enchantress, Elara - secretly a Hag looking for the same vault on the island - in an effort to keep the cult from reaching the vault first.
Adventurers, finding the vault (Keystone Hold) under the local guild hall (Origin Hall), made a series of choices that eventuated with the rune wards being ruptured and freeing the creatures sealed within the vault - and Elara freeing the last inmate, Ishael Rahnid. A desperate battle with the adventurers in an effort to kill him before the cult could reach and free him absolutely.
The adventurers failed in their endeavour - Ishael almost killed several of them and got away, laying waste to Origin Hall on the way out. Since then, word has reached the mainland of the exotic influx of hunt-able pray and the plight of The Point of Origin needing defence. A call has gone out, and adventurers and bounty hunters alike are making their way to Teldamont to carve their share of bounties, mysteries and possible riches.
You have all gathered from this call to arms and adventure on the Isle - travelling on small airships to a floating Inn how hovering over the bay of Origin - The Gryphon Roost & The Loot Tavern within.