Chronicles of Awek'Nae: Shadows of Andolf
Dungeons and Dragons 5e Adventure Series. New races, classes, creatures, and more!
Chronicles of Awek'Nae: Shadows of Andolf
Dungeons and Dragons 5e Adventure Series. New races, classes, creatures, and more!
Five hundred years ago, Ulric Dawnstar and his allies founded Bosen's Keep. Dawnstar was a paladin, serving the dual sun god, Arnuan, and used his skills and his faith to forge a new society where people could be free. During his early years of developing the first human settlement of Bosen's Keep, Dawnstar secured a peace with the kobold tribes of the region, and gave them a place in this emerging society.
Four years after the peace with his Kobold allies was secured and the city built, Dawnstar left the safety of Bosen's Keep and ventured further down the coast. With his allies, Ashantu Bretin, Idris Silentblade, Uk-Nuk of the kobold tribe, and the mage Midnight, they fought long and hard to secure the land for the goodly races. With each new victory, he sent word back to his people in the North, letting them know to come and settle further into area. After many grueling years, Dawnstar laid down his sword and took a wife, eventually founding the city of Andolf, after the name of his son.
On his son's tenth birthday, Ulric was drawn into one last adventure. A great dragon had appeared from across the ocean. Multi-hued in color, this behemoth wrecked havoc on his new kingdom and pushed it to the brink of collapse. Calling his allies one last time, he marched his army to meet this atrocity before all was lost. Arriving at the Soaring Peak, a lone mountain in the East of his kingdom, they charged the dragon and his lair.
The battle was a victory in the history books only, for no person who lived that day could ever forget the death and carnage. Ulric himself had fallen victim to the great beast, but not before praying to Arnuan one last time. He prayed not for himself, but his people, his land, and his family. Arnuan heard his devout warrior and acted. Using the blood of his beloved follower, he sealed the great dragon away for he could not destroy such a creature without starting a war with the god of the dragons.
Legend says that the key to freeing the dragon lies within the blood of Dawnstar's heir, and that one day he will be freed from his prison to wreck havoc on the land once again.
Dawnstar's allies drifted away soon after his death. Ashantu kept with his wandering ways, disappearing from history. Uk-Nuk, once just a kobold shaman, became involved with politics to bring the kobold race throughout the entire kingdom into the society his best friend had built. It wouldn't be until many years after his death that his dream became realized. Idris put down her blades and used her wealth to bring trade to the region and to continue the dream of a civilized land. Midnight shunned society, building a tower deep in the woodlands near the peak where Ulric had died.
She too would die in battle, years later, fighting to stop a lich from influencing the land from his place in the Murkwater swamps. During the battle, both spellcasters unleashed waves of magic at each other that shook the very land. It is said that, after their mutual destruction, the magic from their spells and items seeped into the land, giving birth to new intelligent races that appeared from the Murkwater swamps some decades later.
So are legends of Andolf, told as the sun goes down to children. Great heroes of the past, possessed with a dream of a unified land and the strength of spirit to see it through. It is a lesson taught so others might realize that though their actions may not have the desired effects at first, devotion to a cause can change the world long after death has turned bone to dust.
Shadows of Andolf is a five-part adventure series, set in a high fantasy, early medieval setting, designed to take players from level 1-20 in 5e of the worlds most popular tabletop game. In the Andolf Kingdom lies a secret organization known as the Chromatic Order. They work in the shadows and kill anyone who crosses them as they work on a hidden goal known only to their elite “Council”. Throughout the series, the players are drawn deeper into the plot of the Order. Designed to be a mystery as well as an adventure, the players must recognize the clues for what they are, piece them together, and stop the Order before its too late. From forest to sea caves, cities to swamps, and mountains to oceans, this series will test not only their skill in battle, but their adaptability to their environments.
Charging headfirst into ever conflict cannot win the day in this series, nor can trying to sneak past every encounter. Some encounters will require a brave heart, others will require a quiet mind, and there will be some that require a quick wit coupled with luck.
In addition to new races, classes, etc. we will be introducing large-scale battle scenarios with tables and strategies included to add a new battle dynamic to the gameplay. In these battles, the players will be just one part of a larger force during a conflict between multiple factions. The tactics in these battles will be different than your normal battle scenario, in where the players will be either foot soldiers or commanders and will need to think about flanking, formation, and/or supporting different NPC groups to defend a key objective or hold the line.
As stated before, there will be five adventure modules in the series, each complete with three adventures designed to either flow together or be used as stand-alone campaigns in your own world. Each adventure will come complete with artwork, storyline, adventure hooks, encounters, region and encounter maps, as well as information for any new creatures, races, etc. that will be involved in them. They will have all the information needed to run the adventures in them, although having other sourcebooks never hurts. Should out stretch goal for it be reached, we will also have a section of random encounters that will be suitable to environment and level of the adventures as well.
For those that pledge for the pre-releases, they will have their choice of which modules they would like and will have them in pdf format as soon as they are ready. The story-line for the entire series is already mapped out, as well as most of our character building for NPCs and villains, and we have the first two modules almost complete with their encounters, maps, and creatures. Bonus encounter maps for random encounters or for use in other campaigns will also be available through pledges, and those who get them will have their choice of environment they want the maps to be on. Currently we are working with swamp, forest, hills, mountains, cities, sewers, castles, and subterranean/caves, and will also include one “field” encounter map with each map package for generic encounters.
The first module, "A Hidden Enemy", will take your characters from levels 1-6.
Cliffside, being an island surrounded on all sides by high cliffs, is not an easy place to get to. The only two ways on or off are by crossing the bridges to the mainland at the North and South of the island, or by risking one of the dangerous paths down to choppy waters breaking against the rocks. Dark forces work against the people who call this island home, working in the shadows and through lesser beings to accomplish a sickening goal. The adventure will take them through forest with ancient trees with a frightening new predator, into a town beset by a mysterious fog where people disappear, down into sea caves that become a deadly place to be when the tide rolls in, to a grizzly scene of a town's massacre, and even further into an environment where, without taking precautions, each step could bring a horrible death from a strange relationship that two creature share.
The second module, "Blood in the Streets", will take your characters from level 6-12.
Carrying the information gleaned on Cliffside, the adventures must make their way to the capitol city of Andolf to inform the powers-that-be of something that could spell doom for the kingdom. Getting there is going to be easier said than done. From chasing criminals in the sewers, being ambushed from the rooftops, and framed for crimes they did not commit, luck and wit will decide if they can survive long enough to reach the capitol, and fate will decide if they survive what comes when they arrive. An adventure of criminal syndicates, corrupt authorities, and a deadly organization vying for the land, this adventure should be kept out of the reach of parties who can't think on their feat.
The third module, "In Deep...Muck", is designed to take your party from level 12-15
Having discovered a grizzly secret about who is really calling the shot for the kingdom, the party ventures deep into the marshlands to find the only person who can help, Aluvial Kearton, the Archemage of Andolf. As if finding him wasn't hard enough, a new threat, brought on by unlikely circumstances, stands in their way. Fighting through this threat will involve facing off against another new race of creatures in the Awek'Nae kingdom, and daring to go to a cursed place where evil once ran rampant. Forget just filling a swamp with trolls, or marshes where getting lost was as bad as it gets. This module brings the party closer to discovering the truth about the goals of this hidden enemy, while making them contend with a threat not thought of in ages.
This module is where we will be premiering not only our first two playable races, Nipdari and Lo'inans, but a new take on a homebrew class, the Shaman. Complete as its own class without being considered a "sub-class", the Shaman has its own core abilities, mechanics, and spell list, breaking them away from being just an offshoot of a wizard or druid. Master the elements and spirits around you to wield their power through you.
The fourth module, "Seeking the Crown", will take characters from level 15-18
With help from an archemage, the adventure turns to the North from the Swamp, leading the adventure to forgotten towers and looming mountains. Being wary and cautious may be your only way to survive the traps and magic waiting for you as you search for an ancient artifact to rescue the king. Dangerous woodlands, deadly towers, and frightening creatures stand between you and the artifact, but that is only half the adventure.... If still alive after retrieving the Bloodgem of Midnight, the adventurers still have even harder challenges as they attempt to complete their mission. Will your group be able to rise to the challenge?
The fifth and final module in the series, "A Ritual Undone", is designs for characters level 18-20.
The final goal of the Chromatic Order revealed, the adventure becomes a race against the clock as the adventure leads through city, ports, mountain fortresses, and rough seas. Not only will the party be on the clock, but the fate of the kingdom lies in their success or defeat. No time to rest, little time to think, and many twist along the way, can the adventurers keep up with this final module and its break-neck pace? Only time will tell.
Social Media Rewards
We know that not everyone has the ability to fun a project with money, but may still want to support it. With that in mind we have created extra bonus that can be achieved via social media for those that want to see this campaign setting become a reality and are willing to help us reach as many people as possible. As each goal is obtained, we will mark through the text, showing it to be completed, as well as post an update.
Why we are here:
Wolftrest Gaming is a company that loves what we do, down to the last person. We are passionate about tabletop games. From the start we knew we had a special group of people that had something unique to offer the gaming world. With varying backgrounds in gaming, we have used our experiences and desires for what we would like to see in the gaming community to spark the idea that is the Awek’Nae Chronicles.
Awek’Nae is a world that has been in development for years, driven by our head cartographer and leader of this project, Michael King. Having decided to share the unique creatures, races, classes, and more of Awek’Nae with the world, Wolftrest Gaming chose to start our first project, Shadows of Andolf. Before we even had the basic idea of the adventure series on paper, we already had our second adventure series, Moonlit Mischief, being developed as well. The hardest part was not to come up with ideas, because we already had them. The hardest part was how to limit what we put into our adventure settings to keep it from becoming overwhelming. With that in mind, we decided to do the Awek’Nae Chronicles which consist of eight adventure settings, each designed for taking characters from level 1-20.
Meet the team:
Michael King: Co-founder of Wolftrest Gaming, and original creator of Awek’Nae. Michael has spent over 10 years developing Awek’Nae from its history and geography, down to development of key political figures, trade routes, and even migratory patterns of some of Awek’Nae’s unique creatures. He is the main cartographer and project leader of Shadows of Andolf.
Kodi King: Wife and better half to Michael, Kodi handles the social media aspect of Wolftrest Gaming. She also happens to be a literary genius and acts as a creative consultant for the adventure series to make sure the campaigns flow together and are just the right balance of detail as to not overwhelm newer game masters, but not bore experienced ones.
Bill Zeimet: Bill started his tabletop experience in 1977 and has been leading adventures since 1979, giving him just about 40 years of experience at creating adventures for others to enjoy. He is one of the core content creators and breaths life into the stories as only he can with his magnificent attention to detail and imagination.
John King: Older brother to Michael, John has been invaluable as a content developer, creating creatures and races to really make Awek’Nae something unique. John has over 20 years of gaming experience, from tabletop to console to PC, and he brings that into play when developing.
Our creative consultants, who, while not developing content for the game, give the creators input and advice on what we have created include Charles Collins, Arron Hodd, John King III, Kaci Higgins, and Kyle Cheek.
Risks and challenges
We do not offer any printed copies, unless we hit the stretch goal for it, so risk is next to zero. We have given ourselves a deadline we are extremely confidant we can beat, and expect that the only thing that might slow down productions is World War III. (Slow down, not stop) With our passion, and our name on the line, we will not give up on this project.
As for challenges, the only one we currently see is choosing an artist for scenery, characters, and illustration. We have a good handful of portfolios we are going through, and will be commissioning them soon.
- (30 days)