Adventures in Orventa
Ambitious, young King Vince forms teams of adventurers to solve regional problems in his kingdom. Despite political pushback, these adventurers gain popularity and financial independence after discovering a lost dwarven city, Moredville, becoming a key asset under the King’s direct control.
Crown Adventurers
The newly appointed Crown Adventurers, the Huntsmen of Elkwood Palace, are tasked by the King to secure the realm from creeping corruption and ancient threats. The adventure starts with Mored’s ingenious inventions, Erevan’s pragmatic mind, and Diamond’s wrath of nature.
The journey begins with rooting out petty criminal threats, such as the alert goblin, and recovering goods stolen from the East Road. They quickly make an ally of the merchant and tailor, Aemier Winters, a “clothier to the nobles.” Deeper dangers linger on the horizon, and soon the adventurers and their new ally are plunged into magical mysteries while the political landscape shifts.
The spreading plague, Dwarven secret lore, and scheming courtiers require the adventurers to work together to combat shadowy figures and restore order to a world teetering on the edge of chaos and war. This is the founding saga of the Crown Adventurers.
The Guardians
Finished with the conquest of Moredville, the adventurers move on to investigate a portal device discovered at Banefoot Manor.