Bornland, a former province of the Middenrealm, was in days past the home of the now-extinct Order of the Theater Knights. Today little remains of the Order's many towers and guard posts, but rumors say the knights' legendary treasure awaits rediscovery in the Bornish wilderness. The six-part Theater Knights campaign puts the player characters at the scene of new developments in Bornland and its legendary knightly Order.
Theater Knights I White Lake (72pp): The Thorwal Drum, a symbol of pride and patriotism for the citizens of Festum, has been stolen. To get it back, Guard Captain Timpski and his men are more than willing to use force. The trail leads them to a laager of Norbard houseboats locked in the ice, and only the heroes can delay a brutal assault by Timpski's band.
II Blue Tome (68pp): At a fortress monastery that serves as a hospital for the insane, the heroes discover that some of the hospital's most dangerous inmates may actually be possessed by angry spirits. While investigating, the heroes uncover a shocking plot with dire consequences for the future of Bornland.
III The Black Forest (68pp): The temple of Rondra in Firunen summons entrants from across the land to test their mettle in a holy tournament. At stake is an exclusive, hereditary license to sell steel in the city. Alriksej Jantareff, a Norbard merchant, needs the party's assistance to win. What starts out as a celebration honoring the lost Order of the Theater Knights soon turns deadly.
IV Green Platoon (68pp): At the Convention of Bards in Norbury, a cloud hangs over the celebrations. Many bronnjar troops have left town to march with Empress Rohaja to fight the traitor Helme Haffax. A sneak attack from the disreputable frontier town of Notmarch leaves many dead. The survivors demand justice, and a small but determined force prepares for war. March with The Green Platoon, discover lost secrets of the ancient Order of the Theater Knights, and help the Noble Marshal recruit warriors for a climactic battle against the Alliance of Kor's Sign.
V Silver Guard (64pp): After the Battle at Fortress Graytooth, the heroes locate their adversaries' cult. As they follow rumors about the Silver Guard, they learn more about the Awakening of the Bornland and the fate the land intends for humans and the Guard.
VI Red Choir (64pp): While making plans for an uncertain future, the heroes confront newly risen secular and religious forces. From the last living witness of the ancient Order of the Theater Knights they learn the true function of The Red Choir and find the key to the future of this land.
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