Orn is a place of wonder, danger and discovery. Part of the joy of this campaign resides in that sense of exploration and revelation.
Therefore, if you intend to play in this game, as opposed to using it as a referee, do not read any further.
This campaign was originally designed for use with the 5e 2014 rules of Dungeons and Dragons. However, it can be readily adapted for use with the new 2024 rules.
On a technical level, it should be possible to introduce Orn - or parts of Orn - into existing campaigns, to add variety, or to relieve pressure on the Dungeon Master. Individual standalone adventures can be adapted. Similarly, it may be possible to drop other published modules into Orn as standalone adventures.
Finally, Orn also integrates naturally into a far wider campaign game (of which more details will be found later).
See also:
How it Came About
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