BECMI Dungeons & Dragons Campaigns
Essentially a collection of related adventures, these epic stories require months - sometimes a year or more - to complete. The story is huge, the plots and sub-plots are complicated, the cast of characters are diverse, and the danger is great. Even players who’ve never played a roleplaying game before can thrive in a campaign because the group learns and grows together: they become familiar with each other’s strengths and weaknesses, develop tactics that maximize each character’s talents, and share in the risks and rewards.
In Search of the Unknown (3-6 players, starting level: 1-2)
Rogahn the Fearless and Zelligar the Unknown are legendary names. Even you, a young fledgling in a town far from the great cities of your world, know of their reputation — even though their tale begins long before you were born. The elders and the sages speak both names with respect, even awe, in a distant admiration for the memories of the two legendary figures…
But the discovery of a crude map purporting to show the way to the hideaway of the two men, a place apparently called “Q”. You have this map, and if it is accurate, it could lead you to the mystical place that was their home and sanctuary. The risk is great, but the challenge cannot be ignored.
Keep on the Borderlands (6-9 players, starting level: 1-2)
The realm of civilization if narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, rape its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. Bold adventurers from the Realm set off for the Borderlands to seek their fortune. It is these adventurers who, provided they survive the challenge, carry the battle to the enemy. Such adventurers meet the forces of Chaos in a testing ground where only the fittest return to relate the tale.
Into the Borderlands (6-9 players, starting level: 1-2)
Play both In Search of the Unknown and Keep on the Borderlands in one long campaign. Using the Keep as a base of operations, search for Rogahn’s and Zelligar’s stronghold and rid the borderlands of the forces of Chaos.
This one takes quite a while to complete.
Castle Amber (6-10 players, starting level: 3-6)
The Amber Family, a bloodline of wizards and warriors, fled their homeland to escape persecution for their dark sorcery and occult crimes. In their new world, they built a lavish manor while their magical and military might kept nations at bay. However, jealousy and murder brought down a terrible curse and the Amber Family finds itself apart from time and space, imprisoned forever within the confines of their great castle.
You awake on the steps of the castle, plucked from your world to be trapped under the curse that befell the Ambers. To escape, you must find a way to break the curse of Stephen Amber. Failure means a lifetime of imprisonment in Castle Amber — where lifetimes can be very short indeed.
Isle of Dread (6-10 players, starting level: 3-6)
You found a map a page from a ship’s log in a treasure hoard miles from the coast. The captain, identified only as “RB” describes an island inhabited by primitive tribes with legends of a great black pearl hidden somewhere in the depths of the islands interior. The island is in the Thanegioth Archipelago — of which reliable maps do not exist. This island is surely rife with opportunities for adventure, treasure hunting, and amassing fame and fortune.
Who knows? Once you’ve taken all you want, perhaps you can establish trade routes and retire to a life of comfort.
Master of the Desert Nomads (6-8 players, starting level: 6-9)
To arms! To arms! The battle lines are drawn as evil men and inhuman tribes wait poised to strike the fertile and rich lands of the east. The Realm has raised armies in response, but Fate has decreed another role for a small few. No glorious banners will wave on their march. No squadrons of knights will charge at their command. Instead, they will fight the war with stealth, secrecy, and cunning. The risks are great, but the fates of both armies lie with them.
You have been entrusted with the most dangerous mission of the war. Can you cross the Sind Desert to find the Great Pass?
This is part 1 of the Desert Nomad series and is not as long as other campaigns.
Temple of Death (6-8 players, starting level: 6-10)
Sent on a desperate mission into an unknown land, you must seek out the one called “the Master” and his Temple of Death. There is little time to waste, as you must act before the Master’s armies destroy your homelands. But to complete your task, you must battle fearsome guardians, travel through a hostile kingdom, and discover the secret of the Master.
Can you survive his defenses and win?
This is part 2 of the Desert Nomad series and is not as long as other campaigns.
Desert Nomad Series (6-8 players, starting level: 6-9)
Play both Master of the Desert Nomads and Temple of Death in succession. Finding the Great Pass is no longer sufficient, you must locate and eliminate the source of the threat to the civilized realm. Playing these in sequence creates a full-length campaign.