Campaign Overview

“Princes of the Apocalypse” is a Dungeons & Dragons 5th Edition campaign that offers an epic adventure in the Forgotten Realms, set within the Dessarin Valley, northeast of Waterdeep. It’s an adaptation and expansion of the classic “Temple of Elemental Evil,” focusing on four cults dedicated to the Princes of Elemental Evil, each representing a different element: air, water, earth, and fire. These cults are plotting to unleash their deific masters upon the world, seeking to bring about an age of destruction and chaos.

This campaign takes place in the Forgotten Realms year of 1491 DR.

The campaign is designed to be a sandbox adventure, providing a flexible framework for the Dungeon Master (DM) to create a rich and varied experience. It accommodates characters from levels 3 to 15, with an optional introductory adventure allowing players to start from level 1. The narrative begins with the adventurers investigating the disappearance of a delegation, leading them to uncover the sinister operations of the elemental cults.

Chapters

“Princes of the Apocalypse” is structured into several chapters, each focusing on different aspects of the campaign:

  1. Rise of Elemental Evil: Offers an overview of the adventure, including the lore and background needed to start the campaign.
  2. The Dessarin Valley: Details the setting and provides information crucial for DMs to bring the valley and its locations to life.
  3. Secret of the Sumber Hills: Introduces the initial adventure hooks and quests that propel the characters into the conflict with the elemental cults.
  4. Air, Earth, Fire, Water: Delves into the heart of the cults’ operations, detailing their outposts and temples.
  5. Temple of the Elder Elemental Eye: Focuses on the culmination of the adventure in the eponymous temple, where the final confrontations take place.
  6. Alarums and Excursions: Offers additional side quests and adventures to enrich the campaign.
  7. Monsters and Magic Items: Lists new creatures and magical treasures encountered throughout the adventure.

The adventure’s sandbox nature means the duration of the campaign can vary significantly, depending on the players’ pace and the paths they choose.

“Princes of the Apocalypse” has been praised for its creative freedom, allowing both DMs and players to explore a wide range of scenarios within a richly detailed setting. It challenges parties with intricate plots, dynamic environments, and formidable foes, requiring strategic thinking and cooperation to prevent the cataclysmic plans of the elemental cults.

For those interested in running or participating in the campaign, “Princes of the Apocalypse” offers a comprehensive and immersive experience that captures the essence of high-stakes fantasy adventure, filled with ancient lore, secret cults, and the constant threat of elemental devastation.

For more detailed information, insights, and reviews on “Princes of the Apocalypse,” you can visit sources like Black Citadel RPG and Nerds on Earth, which provide thorough overviews and evaluations of the campaign.

Our Adventurer’s

Our adventure begins with our characters coming to life in the bustling Gilded Griffon Tavern, nestled in the heart of Waterdeep. As they embark on their journey from this lively starting point, they understand the need to gain experience and strength before diving into the heart of their quest.

To prepare themselves and reach the recommended starting level of level 3, they will engage in side adventures detailed in chapter 6. These initial exploits not only serve to level them up but also to forge bonds and test their mettle. After honing their skills and camaraderie through these challenges, our adventurers set their sights on Red Larch, ready and eager to face the greater adventures that await.

The adventure kicks off as the characters, all starting at level 1, arrive in Red Larch. Their journey together began just two weeks earlier at the Gilded Griffon Tavern in Waterdeep, where fate intertwined their paths, leading to the formation of their party.

Read more on the backstory.

Dungeon Master Note:

Given their initial level, they will engage in the side adventures detailed in Chapter 6, allowing them to gain the experience needed to reach the recommended starting level of 3 for the main storyline. This preparatory phase not only serves to level up the characters but also to strengthen their bonds and teamwork, setting the stage for the challenges that lie ahead in Red Larch.